[pixel shader] uniform float4 x; float4 main() : SV_TARGET { return length(x); } [test] uniform 0 float4 2.0 3.0 4.0 5.0 todo(glsl) draw quad probe all rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1 [pixel shader] uniform float3 x; float4 main() : SV_TARGET { return length(x); } [test] uniform 0 float4 2.0 3.0 4.0 0.0 todo(glsl) draw quad probe all rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1 [pixel shader] uniform float2 x; float4 main() : SV_TARGET { return length(x); } [test] uniform 0 float4 2.0 3.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1 [pixel shader] uniform float1 x; float4 main() : SV_TARGET { return length(x); } [test] uniform 0 float4 2.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (2.0, 2.0, 2.0, 2.0) [pixel shader] uniform float x; float4 main() : SV_TARGET { return length(x); } [test] uniform 0 float4 2.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (2.0, 2.0, 2.0, 2.0) [pixel shader fail] uniform float1x3 x; float4 main() : SV_TARGET { return length(x); } [pixel shader fail] uniform float4x1 x; float4 main() : SV_TARGET { return length(x); }