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splat_test.hlsl 563 B · Plain text
shader/tests/golden/splat_test.hlsl 0644 Raw
struct _shade_Input {
	float4 _sv_position : SV_Position;
	float value : TEXCOORD0;
};

struct _shade_Output {
	float4 _value : SV_Target0;
};

_shade_Output shade(_shade_Input input) {
	_shade_Output __luma_output;
	float3 zero3 = float3(0.0, 0.0, 0.0);
	float4 one4 = float4(1.0, 1.0, 1.0, 1.0);
	float2 half2 = float2(0.5, 0.5);
	float3 full = float3(1.0, 2.0, 3.0);
	float x = input.value;
	float4 splatted = float4(x, x, x, x);
	__luma_output._value = float4(((((zero3.x + one4.x) + half2.x) + full.x) + splatted.x), 0.0, 0.0, 1.0);
	return __luma_output;
}