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[ { "from": "system", "value": "Discard the pixel if it is alpha = 0 for billboards\n" }, { "from": "human", "value": "#ifndef PSBILLBOARDTEXT_HLSL\n#define PSBILLBOARDTEXT_HLSL\n#define POINTLINE\n#include\"..\\Common\\DataStructs.hlsl\"\n#include\"..\\Common\\Common.hlsl\"\n\nstatic const uint B...
hlsl
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[ { "from": "system", "value": "Revise the (only) rewriter-error test case\n\nThis was testing that we let the downstream compiler report a parse error, but that is no longer a goal (because we need to rewrite function bodies to deal with type validation).\n\nI've switched it to a type error in the function b...
hlsl
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[ { "from": "system", "value": "LIGHTING_DEMO: Update vertex shader for lighting\n" }, { "from": "human", "value": "/* The Halfling Project - A Graphics Engine and Projects\n *\n * The Halfling Project is the legal property of Adrian Astley\n * Copyright Adrian Astley 2013\n */\n\n#include \"types...
hlsl
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[ { "from": "system", "value": "COMMON: Store light coordinates in WorldView space\n\nIt makes lighting calculations simpler\n" }, { "from": "human", "value": "/* The Halfling Project - A Graphics Engine and Projects\n *\n * The Halfling Project is the legal property of Adrian Astley\n * Copyright...
hlsl
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[ { "from": "system", "value": "LIGHTING_DEMO: Update pixel shader for lighting\n" }, { "from": "human", "value": "/* The Halfling Project - A Graphics Engine and Projects\n *\n * The Halfling Project is the legal property of Adrian Astley\n * Copyright Adrian Astley 2013\n */\n\n#include \"types....
hlsl
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[ { "from": "system", "value": "Fix shadow alpha mask shader.\n" }, { "from": "human", "value": "#include \"Uniforms.hlsl\"\r\n#include \"Samplers.hlsl\"\r\n#include \"Transform.hlsl\"\r\n\r\nvoid VS(float4 iPos : POSITION,\r\n #ifdef SKINNED\r\n float4 iBlendWeights : BLENDWEIGHT,\r\n ...
hlsl
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[ { "from": "system", "value": "Fix environment map getting black area under certain conditions when using orthographic camera.\n" }, { "from": "human", "value": "#ifndef VSSKYBOX_HLSL\n#define VSSKYBOX_HLSL\n\n#include\"..\\Common\\DataStructs.hlsl\"\n#include\"..\\Common\\Common.hlsl\"\nconst st...
hlsl
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[ { "from": "system", "value": "OBJ_LOADER_DEMO: Add parenthesis to force scope\n\n== takes precedence over bitwise-and\n" }, { "from": "human", "value": "/* The Halfling Project - A Graphics Engine and Projects\n *\n * The Halfling Project is the legal property of Adrian Astley\n * Copyright Adri...
hlsl
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[ { "from": "system", "value": "Use the OUTPOSITION convention in HLSL skydome shader.\n" }, { "from": "human", "value": "#include \"Uniforms.hlsl\"\n#include \"Samplers.hlsl\"\n#include \"Transform.hlsl\"\n\nvoid VS(float4 iPos : POSITION, \n float2 iTexCoord: TEXCOORD0,\n out float2 oTexCo...
hlsl
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[ { "from": "system", "value": "Fix EnvironmentMap under Orthographic camera.\n" }, { "from": "human", "value": "#ifndef VSSKYBOX_HLSL\n#define VSSKYBOX_HLSL\n\n#include\"..\\Common\\DataStructs.hlsl\"\n#include\"..\\Common\\Common.hlsl\"\n\nPSInputCube main(float3 input : SV_Position)\n{\n PSI...
hlsl
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[ { "from": "human", "value": "Add a basic test case for HLSL implicit conversions\n\nThis at least tries to capture some of the basic rules about what implicit conversions are allowed.\n" }, { "from": "gpt", "value": "//TEST:COMPARE_HLSL: -target dxbc-assembly -profile cs_5_0 -entry main\n\n// Te...
hlsl
chosen
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