[pixel shader] float4 main() : sv_target { float4 a = {1, -1, -1, 10}; float4 b = {2, 1, 1, 20}; float4 x = {0.3, 0.4, 2, 15.4}; return smoothstep(a, b, x); } [test] todo(glsl) draw quad probe (0, 0) rgba (0, 0.784, 1.0, 0.559872) 1 [pixel shader] float4 main() : sv_target { float a = 1; float b = 2; float4 x = {0.9, 1.2, 1.8, 2.1}; return smoothstep(a, b, x); } [test] todo(glsl) draw quad probe (0, 0) rgba (0, 0.104, 0.896, 1.000000) 6 [pixel shader] float4 main() : sv_target { float4 a = {1, 10, 100, 1000}; float4 b = {2, 20, 200, 2000}; float x = 14; return smoothstep(a, b, x); } [test] todo(glsl) draw quad probe (0, 0) rgba (1.0, 0.352, 0, 0) 1 [pixel shader] float4 main() : sv_target { float2 a = {1, 10}; float3 b = {2, 20, 200}; float4 x = {1.4, 14, 140, 1400}; float2 res = smoothstep(a, b, x); return float4(res, 0, 0); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.352, 0.352, 0, 0) 1 [pixel shader] float4 main() : sv_target { float3 a = {1, 10, 100}; float2 b = {2, 20}; float4 x = {1.4, 14, 140, 1400}; float2 res = smoothstep(a, b, x); return float4(res, 0, 0); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.352, 0.352, 0, 0) 1 [pixel shader] float4 main() : sv_target { float4 a = {1, 10, 100, 1000}; float4 b = {2, 20, 200, 2000}; float2 x = {14, 140}; float2 res = smoothstep(a, b, x); return float4(res, 0, 0); } [test] todo(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 0, 0) 1 [pixel shader] float4 main() : sv_target { float2x3 a = {1, 1, 1, 1, 1, 1}; float3x2 b = {2, 2, 2, 2, 2, 2}; float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8}; float2x2 r = smoothstep(a, b, x); return r; } [test] todo(glsl) draw quad probe (0, 0) rgba (0.028, 0.104, 0.216, 0.352) 6 [pixel shader todo(sm<4)] // 4 division by zero warnings. // Only test compilation because result is implementation-dependent. float4 main() : sv_target { float4 a = {0, 0, 0, 0}; float4 b = {-1, -1, 0, 0}; float4 x = {0, -0.25, 0, 1}; return smoothstep(a, b, x); } [pixel shader] float4 main() : sv_target { float4x1 a = {0.0, 0.0, 0.0, 0.0}; float b = 1.0; float3x1 x = {0.5, 0.5, 0.5}; float3x1 r = smoothstep(a, b, x); return float4(r, 0); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.0) [pixel shader] float4 main() : sv_target { float4x1 a = {0.0, 0.0, 0.0, 0.0}; float2x2 b = {1.0, 1.0, 1.0, 1.0}; float3x1 x = {0.5, 0.5, 0.5}; float2x1 r = smoothstep(a, b, x); return float4(r, r); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) [pixel shader fail] float4 main() : sv_target { float2x2 a = {0.0, 0.0, 0.0, 0.0}; float4 b = 1.0; float2x2 x = {0.5, 0.5, 0.5, 0.5}; smoothstep(a, b, x); return 0; }