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// This shader is purposefully designed to be so slow it will cause a GPU timeout/crash.
// Uniform data to be passed from application -> shader.
cbuffer Uniforms
{
float4x4 modelViewProjection;
// We want to make things fail so we can get an aftermath capture,
// so lets have a count that makes things really slow.
int failCount;
}
// Per-vertex attributes to be assembled from bound vertex buffers.
struct AssembledVertex
{
float3 position : POSITION;
float3 color : COLOR;
};
// Output of the vertex shader, and input to the fragment shader.
struct CoarseVertex
{
float3 color;
};
// Output of the fragment shader
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(
AssembledVertex assembledVertex)
{
VertexStageOutput output;
float3 position = assembledVertex.position;
float3 color = assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
return output;
}
// Fragment Shader
[shader("fragment")]
float4 fragmentMain(
CoarseVertex coarseVertex : CoarseVertex) : SV_Target
{
float3 color = coarseVertex.color;
float factor = 0.0f;
// Waste lots of cycles
for (int i = 0; i < failCount; ++i)
{
factor += 1.0e-20 * sin(float(i & 0xffff));
factor += 1.0e-21 * cos(float(i & 0xfff) + 1.0);
factor += 1.0e-8f * tan(float(i & 0xfffff));
}
factor = abs(factor);
while (factor < 0.25)
{
factor += factor;
}
return float4(color, 1.0) * factor;
}
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