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https://github.com/baldurk/renderdoc.git
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Use values less likely to have rounding issues in demo
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1 file changed
+12
-12
@@ -1210,9 +1210,9 @@ float4 main(v2f IN) : SV_Target0
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if(IN.tri == 4)
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{
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float4 Color = float4(0,0,0,0);
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float floatA = IN.tri/100.0 + 1.5f;
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float floatB = IN.tri/100.0 + 1.7f;
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float floatC = IN.tri/100.0 + 2.5f;
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float floatA = zero + 1.5f;
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float floatB = zero + 1.75f;
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float floatC = zero + 2.5f;
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DOUBLE doubleA = (DOUBLE)floatA;
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DOUBLE doubleB = (DOUBLE)floatB;
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DOUBLE doubleC = (DOUBLE)floatC;
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@@ -1323,10 +1323,10 @@ float4 main(v2f IN) : SV_Target0
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if(IN.tri == 11)
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{
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float4 Color = float4(0,0,0,0);
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float3 floatA = float3(IN.tri/100.0 + 1.5f, IN.tri/100.0 + 1.7f, IN.tri/100.0 + 2.7f);
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float3 floatB = float3(IN.tri/100.0 - 1.5f, IN.tri/100.0 + 1.7f, IN.tri/100.0 - 2.7f);
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vector<HALF, 3> halfA = {IN.tri/100.0 + 1.5f, IN.tri/100.0 + 1.7f, IN.tri/100.0 + 2.7f};
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vector<HALF, 3> halfB = {IN.tri/100.0 - 1.5f, IN.tri/100.0 - 1.7f, IN.tri/100.0 - 2.7f};
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float3 floatA = float3(zero + 1.5f, zero + 1.75f, zero + 2.75f);
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float3 floatB = float3(zero - 1.5f, zero + 1.75f, zero - 2.75f);
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vector<HALF, 3> halfA = {zero + 1.5f, zero + 1.75f, zero + 2.75f};
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vector<HALF, 3> halfB = {zero - 1.5f, zero - 1.75f, zero - 2.75f};
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HALF half_val = dot(halfA, halfB);
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float float_val = dot(floatA, floatB);
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@@ -1334,13 +1334,13 @@ float4 main(v2f IN) : SV_Target0
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Color.y = (float)half_val * 1000.0;
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return Color;
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}
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if(IN.tri == 12)
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if(zero == 12)
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{
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float4 Color = float4(0,0,0,0);
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float4 floatA = float4(IN.tri/100.0 + 1.5f, IN.tri/100.0 + 1.7f, IN.tri/100.0 + 2.7f, IN.tri/100.0 + 3.7f);
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float4 floatB = float4(IN.tri/100.0 - 1.5f, IN.tri/100.0 - 1.7f, IN.tri/100.0 - 2.7f, IN.tri/100.0 - 3.7f);
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vector<HALF, 4> halfA = {IN.tri + 1.5f, IN.tri + 1.7f, IN.tri + 2.7f, IN.tri + 3.7f};
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vector<HALF, 4> halfB = {IN.tri - 1.5f, IN.tri - 1.7f, IN.tri - 2.7f, IN.tri - 3.7f};
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float4 floatA = float4(zero + 1.5f, zero + 1.75f, zero + 2.75f, zero + 3.75f);
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float4 floatB = float4(zero - 1.5f, zero - 1.75f, zero - 2.75f, zero - 3.75f);
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vector<HALF, 4> halfA = {zero + 1.5f, zero + 1.75f, zero + 2.75f, zero + 3.75f};
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vector<HALF, 4> halfB = {zero - 1.5f, zero - 1.75f, zero - 2.75f, zero - 3.75f};
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HALF half_val = dot(halfA, halfB);
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float float_val = dot(floatA, floatB);
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