[pixel shader] uniform float4 x; float4 main() : SV_TARGET { return normalize(x); } [test] uniform 0 float4 2.0 3.0 4.0 5.0 todo(sm>=6 | glsl) draw quad probe all rgba (0.272165537, 0.408248305, 0.544331074, 0.680413842) 2 [pixel shader] uniform float3 x; float4 main() : SV_TARGET { return float4(normalize(x), 0.0); } [test] uniform 0 float4 2.0 3.0 4.0 0.0 todo(sm>=6 | glsl) draw quad probe all rgba (0.371390700, 0.557086051, 0.742781401, 0.0) 1 [pixel shader] uniform float2 x; float4 main() : SV_TARGET { return float4(normalize(x), 0.0, 0.0); } [test] uniform 0 float4 2.0 3.0 0.0 0.0 todo(sm<4 | sm>=6 | glsl) draw quad probe all rgba (0.554700196, 0.832050323, 0.0, 0.0) 1 [pixel shader] uniform float1 x; float4 main() : SV_TARGET { return normalize(x); } [test] uniform 0 float4 2.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) [pixel shader] uniform float x; float4 main() : SV_TARGET { return normalize(x); } [test] uniform 0 float4 2.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) [pixel shader fail] uniform float1x3 x; float4 main() : SV_TARGET { return normalize(x); } [pixel shader fail] uniform float4x1 x; float4 main() : SV_TARGET { return normalize(x); }