[pixel shader] uniform float3 u; float4 main() : sv_target { return float4(clamp(u.x, u.y, u.z), clamp(0.9, u.y, u.z), clamp(u.x, -0.5, u.z), clamp(0.6, -0.4, 0.3)); } [test] uniform 0 float4 -0.3 -0.1 0.7 0.0 todo(glsl) draw quad probe (0, 0) rgba (-0.1, 0.7, -0.3, 0.3) [pixel shader] float4 main() : sv_target { float3x2 a = {6, 5, 4, 3, 2, 1}; float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2}; float3x4 c = 5.5; float2x2 r = clamp(a, b, c); return float4(r); } [test] todo(glsl) draw quad probe (0, 0) rgba (5.5, 5.0, 4.2, 5.2) [pixel shader fail] float4 main() : sv_target { float2x2 a = {3.1, 3.1, 3.1, 3.1}; float2x2 b = {1, 2, 3, 4}; float4 c = {5.5, 4.5, 3.5, 2.5}; clamp(a, b, c); return 0; }