[pixel shader todo(sm<4)] uniform float f; float4 main() : sv_target { return sign(f); } [test] uniform 0 float4 1.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 -1.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0) uniform 0 float4 0.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader todo(sm<4)] uniform float4 f; float4 main() : sv_target { return sign(f); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [pixel shader todo(sm<4)] uniform float2x2 f; float4 main() : sv_target { return sign(f); } [test] uniform 0 float4 1.0 2.0 0.0 0.0 uniform 4 float4 3.0 4.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [pixel shader todo(sm<4)] uniform int f; float4 main() : sv_target { return sign(f); } [test] if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 int4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1, 1, 1, 1) if(sm<4) uniform 0 float4 -1 0 0 0 if(sm>=4) uniform 0 int4 -1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (-1, -1, -1, -1) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 int4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (0, 0, 0, 0) [pixel shader todo(sm<4)] uniform int4 f; float4 main() : sv_target { return sign(f); } [test] if(sm<4) uniform 0 float4 1 2 3 4 if(sm>=4) uniform 0 int4 1 2 3 4 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1, 1, 1, 1) [pixel shader todo(sm<4)] uniform int2x2 f; float4 main() : sv_target { return sign(f); } [test] if(sm<4) uniform 0 float4 1 2 0 0 if(sm<4) uniform 4 float4 3 4 0 0 if(sm>=4) uniform 0 int4 1 2 0 0 if(sm>=4) uniform 4 int4 3 4 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1, 1, 1, 1)