/*#pragma settings NoInline*/ uniform half4 colorGreen, colorRed, colorWhite; void out_half (out half v) { v = colorWhite.r; } void out_half2(out half2 v) { v = half2(colorWhite.g); } void out_half3(out half3 v) { v = half3(colorWhite.b); } void out_half4(out half4 v) { v = half4(colorWhite.a); } void out_half2x2(out half2x2 v) { v = half2x2(colorWhite.r); } void out_half3x3(out half3x3 v) { v = half3x3(colorWhite.g); } void out_half4x4(out half4x4 v) { v = half4x4(colorWhite.b); } void out_int (out int v) { v = int(colorWhite.r); } void out_int2(out int2 v) { v = int2(colorWhite.g); } void out_int3(out int3 v) { v = int3(colorWhite.b); } void out_int4(out int4 v) { v = int4(colorWhite.a); } void out_float (out float v) { v = float(colorWhite.r); } void out_float2(out float2 v) { v = float2(colorWhite.g); } void out_float3(out float3 v) { v = float3(colorWhite.b); } void out_float4(out float4 v) { v = float4(colorWhite.a); } void out_float2x2(out float2x2 v) { v = float2x2(colorWhite.r); } void out_float3x3(out float3x3 v) { v = float3x3(colorWhite.g); } void out_float4x4(out float4x4 v) { v = float4x4(colorWhite.b); } void out_bool (out bool v) { v = bool(colorWhite.r); } void out_bool2(out bool2 v) { v = bool2(colorWhite.g); } void out_bool3(out bool3 v) { v = bool3(colorWhite.b); } void out_bool4(out bool4 v) { v = bool4(colorWhite.a); } half4 main(float2 coords) { half4 result; half h; out_half (h); half2 h2; out_half2(h2); half3 h3; out_half3(h3); half4 h4; out_half4(h4); out_half(h3[1]); out_half2(h3.xz); out_half4(h4.zwxy); half2x2 h2x2; out_half2x2(h2x2); half3x3 h3x3; out_half3x3(h3x3); half4x4 h4x4; out_half4x4(h4x4); out_half3(h3x3[1]); out_half(h4x4[3].w); out_half(h2x2[0][0]); int i; out_int (i); int2 i2; out_int2(i2); int3 i3; out_int3(i3); int4 i4; out_int4(i4); out_int3(i4.xyz); out_int(i2[1]); float f; out_float (f); float2 f2; out_float2(f2); float3 f3; out_float3(f3); float4 f4; out_float4(f4); out_float2(f3.xy); out_float(f2[0]); float2x2 f2x2; out_float2x2(f2x2); float3x3 f3x3; out_float3x3(f3x3); float4x4 f4x4; out_float4x4(f4x4); out_float(f2x2[0][0]); bool b; out_bool (b); bool2 b2; out_bool2(b2); bool3 b3; out_bool3(b3); bool4 b4; out_bool4(b4); out_bool2(b4.xw); out_bool(b3[2]); bool ok = true; ok = ok && 1 == (h * h2.x * h3.x * h4.x * h2x2[0][0] * h3x3[0][0] * h4x4[0][0]); ok = ok && 1 == (f * f2.x * f3.x * f4.x * f2x2[0][0] * f3x3[0][0] * f4x4[0][0]); ok = ok && 1 == (i * i2.x * i3.x * i4.x); ok = ok && (b && b2.x && b3.x && b4.x); return ok ? colorGreen : colorRed; }