[pixel shader] uniform float4 x; uniform float4 y; float4 main() : SV_TARGET { return ldexp(x, y); } [test] uniform 0 float4 2.0 3.0 4.0 5.0 uniform 4 float4 0.0 -10.0 10.0 100.0 todo(glsl) draw quad probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2 [pixel shader] uniform int4 x; uniform int4 y; float4 main() : SV_TARGET { return ldexp(x, y); } [test] if(sm<4) uniform 0 float4 2 3 4 5 if(sm<4) uniform 4 float4 0 -10 10 100 if(sm>=4) uniform 0 int4 2 3 4 5 if(sm>=4) uniform 4 int4 0 -10 10 100 todo(glsl) draw quad probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2 [pixel shader] float4 main() : sv_target { float2x3 a = {1, 2, 3, 4, 5, 6}; float3x2 b = {6, 5, 4, 3, 2, 1}; float2x2 r = ldexp(a, b); return float4(r); } [test] todo(glsl) draw quad probe all rgba (64.0, 64.0, 64.0, 40.0) [pixel shader fail] float4 main() : sv_target { float2x2 a = {1, 2, 3, 4}; float1 b = {2}; ldexp(a, b); return 0; }