[pixel shader] uniform float4 f, p; float4 main() : sv_target { return step(f, p); } [test] uniform 0 float4 5.0 -2.6 3.0 2.0 uniform 4 float4 1.0 -4.3 3.0 4.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 1.0, 1.0) [pixel shader] float4 main() : sv_target { float2x2 a = {1, 2, 3, 4}; float b = {3}; return float4(step(a, b)); } [test] todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 0.0) [pixel shader fail] float4 main() : sv_target { float2x2 a = {1, 2, 3, 4}; float1 b = {3}; step(a, b); return 0; } [pixel shader] float4 main() : sv_target { float3x2 a = {8, 0, 0, 8, 8, 8}; float2x3 b = {0, 8, 0, 8, 0, 0}; return float4(step(a, b)); } [test] todo(glsl) draw quad probe all rgba (0.0, 1.0, 1.0, 0.0)