[pixel shader] uniform float4 f; float4 main() : sv_target { return rcp(f); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8 uniform 0 float4 -1.0 -2.0 -3.0 -4.0 todo(glsl) draw quad probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8 uniform 0 float4 12.34 56.78 -90.12 -34.56 todo(glsl) draw quad probe (0, 0) rgba (0.081037275, 0.017611835, -0.011096316, -0.028935184) 8 uniform 0 float4 0.25 0.125 0.0625 0.3333333 todo(glsl) draw quad probe (0, 0) rgba (4.0, 8.0, 16.0, 3.0) 8 % Degenerate cases uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39 todo(glsl) draw quad probe (0, 0) rgba (1.0e39, -1.0e39, 0.0, -0.0) 8 [pixel shader] % Check invertibility uniform float4 f; float4 main() : sv_target { return rcp(rcp(f)); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 8 uniform 0 float4 7.604 3.1415 2.72 9.876 todo(glsl) draw quad probe (0, 0) rgba (7.604, 3.1415, 2.72, 9.876) 8 uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39 todo(glsl) draw quad probe (0, 0) rgba (0.0, -0.0, 1.0e39, -1.0e39) [pixel shader] % Make sure swizzling works uniform float4 f; float4 main() : sv_target { float a = rcp(f.x); float2 b = rcp(f.zy); float3 c = rcp(f.wxz); float4 d = rcp(f.zyxw); return float4(a, b.y, c.z, d.w); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8 uniform 0 float4 -1.0 -2.0 -3.0 -4.0 todo(glsl) draw quad probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8