[pixel shader]
uniform float4 x;

float4 main() : SV_TARGET
{
    return length(x);
}

[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(sm>=6) draw quad
probe all rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1

[pixel shader]
uniform float3 x;

float4 main() : SV_TARGET
{
    return length(x);
}

[test]
uniform 0 float4 2.0 3.0 4.0 0.0
todo(sm>=6) draw quad
probe all rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1

[pixel shader]
uniform float2 x;

float4 main() : SV_TARGET
{
    return length(x);
}

[test]
uniform 0 float4 2.0 3.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1

[pixel shader]
uniform float1 x;

float4 main() : SV_TARGET
{
    return length(x);
}

[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)

[pixel shader]
uniform float x;

float4 main() : SV_TARGET
{
    return length(x);
}

[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)

[pixel shader fail]
uniform float1x3 x;

float4 main() : SV_TARGET
{
    return length(x);
}

[pixel shader fail]
uniform float4x1 x;

float4 main() : SV_TARGET
{
    return length(x);
}
