[pixel shader] uniform float4 x; float4 main() : sv_target { clip(x); return x; } [test] uniform 0 float4 1 2 3 4 todo(glsl) draw quad probe (0, 0) f32(1, 2, 3, 4) uniform 0 float4 9 8 7 6 todo(glsl) draw quad probe (0, 0) f32(9, 8, 7, 6) uniform 0 float4 -1 8 7 6 todo(glsl) draw quad probe (0, 0) f32(9, 8, 7, 6) uniform 0 float4 9 0 7 6 todo(glsl) draw quad probe (0, 0) f32(9, 0, 7, 6) uniform 0 float4 3 -8 3 0 todo(glsl) draw quad probe (0, 0) f32(9, 0, 7, 6) uniform 0 float4 3 3 3 -1 todo(glsl) draw quad probe (0, 0) f32(9, 0, 7, 6) [pixel shader] uniform float4 x; uniform bool b; float4 main() : SV_Target { if (!b) clip(x.x); else clip(x.y); return x; } [test] uniform 0 float4 1 -2 3 4 if(sm<4) uniform 4 float 0 if(sm>=4) uniform 4 uint 0 todo(glsl) draw quad probe (0, 0) f32(1, -2, 3, 4) uniform 0 float4 9 -8 7 6 if(sm<4) uniform 4 float 1 if(sm>=4) uniform 4 uint 1 todo(glsl) draw quad probe (0, 0) f32(1, -2, 3, 4) if(sm<4) uniform 4 float 0 if(sm>=4) uniform 4 uint 0 todo(glsl) draw quad probe (0, 0) f32(9, -8, 7, 6)