[pixel shader todo] uniform float4 f[3]; uniform float2 i; float4 main() : sv_target { return f[i.x + i.y]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 uniform 8 float4 9.0 10.0 11.0 12.0 uniform 12 float4 0 0 0 0 todo draw quad todo probe all rgba (1.0, 2.0, 3.0, 4.0) uniform 12 float4 1 0 0 0 todo draw quad todo probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 12 float4 0 1 0 0 todo draw quad todo probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 12 float4 1 1 0 0 todo draw quad todo probe all rgba (9.0, 10.0, 11.0, 12.0) [pixel shader] uniform float i; float4 main() : SV_TARGET { float4 arr = float4(11.0, 12.0, 13.0, 14.0); return arr[i]; } [test] uniform 0 float 0 draw quad probe all rgba (11.0, 11.0, 11.0, 11.0) uniform 0 float 1 draw quad probe all rgba (12.0, 12.0, 12.0, 12.0) uniform 0 float 2 draw quad probe all rgba (13.0, 13.0, 13.0, 13.0) uniform 0 float 3 draw quad probe all rgba (14.0, 14.0, 14.0, 14.0) [pixel shader] uniform float i; float4 main() : SV_TARGET { int4 arr_i = int4(21, 22, 23, 24); bool4 arr_b = bool4(true, false, true, false); return float4(arr_i[i], arr_b[i], arr_i[3 - i], arr_b[3 - i]); } [test] uniform 0 float 0 draw quad probe all rgba (21.0, 1.0, 24.0, 0.0) uniform 0 float 1 draw quad probe all rgba (22.0, 0.0, 23.0, 1.0) uniform 0 float 2 draw quad probe all rgba (23.0, 1.0, 22.0, 0.0) uniform 0 float 3 draw quad probe all rgba (24.0, 0.0, 21.0, 1.0) [pixel shader todo] uniform float2 i; float4 main() : sv_target { float4 f[3] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12}; return f[i.x + i.y]; } [test] uniform 0 float4 0 0 0 0 todo draw quad todo probe all rgba (1.0, 2.0, 3.0, 4.0) uniform 0 float4 1 0 0 0 todo draw quad todo probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 0 float4 0 1 0 0 todo draw quad todo probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 0 float4 1 1 0 0 todo draw quad todo probe all rgba (9.0, 10.0, 11.0, 12.0)