[pixel shader] uniform float4 i; uniform float4 n; float4 main() : sv_target { return reflect(i, n); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 todo(sm>=6 | glsl) draw quad probe all rgba (-0.1, -0.5, 0.5, -0.7) 4 [pixel shader] uniform float4 i; uniform float4 n; float4 main() : sv_target { float i1 = i.x; return reflect(i1, n); } [test] uniform 0 float4 0.5 0.0 0.0 0.0 uniform 4 float4 0.6 0.4 -0.3 1.0 todo(sm>=6 | glsl) draw quad probe all rgba (-0.52, -0.18, 1.01, -1.2) 4 [pixel shader] uniform float4 i; uniform float4 n; float4 main() : sv_target { float n1 = n.x; return reflect(i, n1); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.0 0.0 0.0 todo(sm>=6 | glsl) draw quad probe all rgba (-0.148, -0.748, -0.448, -0.348) 4 [pixel shader] uniform float4 i; uniform float4 n; float4 main() : sv_target { float i1 = i.x; float n1 = n.x; return reflect(i1, n1); } [test] uniform 0 float4 0.5 0.0 0.0 0.0 uniform 4 float4 0.6 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (0.14, 0.14, 0.14, 0.14) 4 [pixel shader] uniform float4 i; uniform float4 n; float4 main() : sv_target { float2 i1 = i.xy; return float4(reflect(i1, n), 0.0, 0.0); } [test] uniform 0 float4 0.5 -0.1 0.0 0.0 uniform 4 float4 0.6 0.4 -0.3 1.0 todo(sm<4 | sm>=6 | glsl) draw quad probe all rgba (0.188, -0.308, 0.0, 0.0) 4 [pixel shader] uniform float4 i; uniform float4 n; float4 main() : sv_target { float3 i1 = i.xyz; float2 n1 = n.xy; return float4(reflect(i1, n1), 0.0, 0.0); } [test] uniform 0 float4 0.5 -0.1 0.2 0.0 uniform 4 float4 0.6 0.4 0.0 0.0 todo(sm<4 | sm>=6 | glsl) draw quad probe all rgba (0.188, -0.308, 0.0, 0.0) 4