[pixel shader]
uniform float3 u;

float4 main() : sv_target
{
    return float4(clamp(u.x, u.y, u.z), clamp(0.9, u.y, u.z), clamp(u.x, -0.5, u.z), clamp(0.6, -0.4, 0.3));
}

[test]
uniform 0 float4 -0.3 -0.1 0.7 0.0
todo(msl) draw quad
probe (0, 0) rgba (-0.1, 0.7, -0.3, 0.3)


[pixel shader]
float4 main() : sv_target
{
    float3x2 a = {6, 5, 4, 3, 2, 1};
    float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
    float3x4 c = 5.5;

    float2x2 r = clamp(a, b, c);
    return float4(r);
}

[test]
draw quad
probe (0, 0) rgba (5.5, 5.0, 4.2, 5.2)


[pixel shader fail]
float4 main() : sv_target
{
    float2x2 a = {3.1, 3.1, 3.1, 3.1};
    float2x2 b = {1, 2, 3, 4};
    float4 c = {5.5, 4.5, 3.5, 2.5};

    clamp(a, b, c);
    return 0;
}
