mirror of
https://github.com/KhronosGroup/glslang
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3226b0835c
These HLSL types are guaranteed to have at least the given number of bits, but may have more. min{16,10}float is mapped to EbtFloat at medium precision -> SPIRV RelaxedPrecision min{16,12}int and min16uint are mapped to mediump -> SPIR-V RelaxedPrecision
50 lines
832 B
GLSL
50 lines
832 B
GLSL
struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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uniform min16float b1a, b1b;
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PS_OUTPUT main()
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{
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min16float mf16;
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min16float1 mf16_1;
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min16float2 mf16_2;
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min16float3 mf16_3;
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min16float4 mf16_4;
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min10float mf10;
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min10float1 mf10_1;
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min10float2 mf10_2;
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min10float3 mf10_3;
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min10float4 mf12_4;
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min16int mi16;
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min16int1 mi16_1;
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min16int2 mi16_2;
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min16int3 mi16_3;
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min16int4 mi16_4;
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min12int mi12;
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min12int1 mi12_1;
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min12int2 mi12_2;
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min12int3 mi12_3;
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min12int4 mi12_4;
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min16uint mu16;
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min16uint1 mu16_1;
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min16uint2 mu16_2;
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min16uint3 mu16_3;
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min16uint4 mu16_4;
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mf16_2 + mf16;
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mf10_2 + mf10;
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mi16_2 + mi16;
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mi12_2 + mi12;
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mu16_2 + mu16;
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PS_OUTPUT psout;
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psout.Color = 0;
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return psout;
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}
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