[require] shader model >= 4.0 [pixel shader] uniform float4 f; float4 main() : sv_target { return all(f); } [test] uniform 0 float4 -1.1 1.6 1.3 0.5 todo(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [test] uniform 0 float4 0.0 1.6 1.3 0.5 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [test] uniform 0 float4 1.0 0.0 1.3 0.5 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] uniform float f; float4 main() : sv_target { return all(f); } [test] uniform 0 float4 1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [test] uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] uniform float2x2 f; float4 main() : sv_target { return all(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(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [test] uniform 0 float4 1.0 2.0 0.0 0.0 uniform 4 float4 0.0 4.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)