[pixel shader fail(sm>=6)] float2 max(float2 a, float2 b) { return a + b; } float4 main() : sv_target { return float4(max(0.1, 0.2), max(float2(0.1, 0.2), float2(0.3, 0.4))); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.3, 0.3, 0.4, 0.6) [pixel shader fail(sm>=6)] float2 max(float2 a, float3 b) { return a + b.xy; } float4 main() : sv_target { return float4(max(0.1, 0.2), max(float2(0.1, 0.2), float2(0.3, 0.4))); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.3, 0.3, 0.3, 0.4) [require] shader model >= 6.0 [pixel shader] float2 max(float2 a, float2 b) { return a + b; } float4 main() : sv_target { return float4(max(0.1, 0.2), 0.0, max(float2(0.1, 0.2), float2(0.3, 0.4))); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.2, 0.0, 0.3, 0.4)