[pixel shader] uniform float4 n; uniform float4 i; uniform float4 ng; float4 main() : sv_target { return faceforward(n, i, ng); } [test] uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 1.0 0.0 0.0 0.0 uniform 8 float4 1.0 0.2 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0) uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 1.0 0.0 0.0 0.0 uniform 8 float4 1.0 -0.2 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0) uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 1.0 0.0 0.0 0.0 uniform 8 float4 -1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0) uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 0.0 -1.0 0.0 0.0 uniform 8 float4 0.0 1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0) uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 1.0 0.0 0.0 0.0 uniform 8 float4 0.0 1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0) uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 0.0 0.0 0.0 0.0 uniform 8 float4 0.0 1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0) uniform 0 float4 10.0 20.0 30.0 40.0 uniform 4 float4 0.0 0.0 0.0 0.0 uniform 8 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0)