[pixel shader]
float4 main() : sv_target
{
    float4 a = {1, -1, -1, 10};
    float4 b = {2, 1, 1, 20};
    float4 x = {0.3, 0.4, 2, 15.4};

    return smoothstep(a, b, x);
}

[test]
todo(glsl) draw quad
probe all rgba (0, 0.784, 1.0, 0.559872) 1


[pixel shader]
float4 main() : sv_target
{
    float a = 1;
    float b = 2;
    float4 x = {0.9, 1.2, 1.8, 2.1};

    return smoothstep(a, b, x);
}

[test]
todo(glsl) draw quad
probe all rgba (0, 0.104, 0.896, 1.000000) 6


[pixel shader]
float4 main() : sv_target
{
    float4 a = {1, 10, 100, 1000};
    float4 b = {2, 20, 200, 2000};
    float x = 14;

    return smoothstep(a, b, x);
}

[test]
todo(glsl) draw quad
probe all rgba (1.0, 0.352, 0, 0) 1


[pixel shader]
float4 main() : sv_target
{
    float2 a = {1, 10};
    float3 b = {2, 20, 200};
    float4 x = {1.4, 14, 140, 1400};

    float2 res = smoothstep(a, b, x);
    return float4(res, 0, 0);
}

[test]
todo(glsl) draw quad
probe all rgba (0.352, 0.352, 0, 0) 1


[pixel shader]
float4 main() : sv_target
{
    float3 a = {1, 10, 100};
    float2 b = {2, 20};
    float4 x = {1.4, 14, 140, 1400};

    float2 res = smoothstep(a, b, x);
    return float4(res, 0, 0);
}

[test]
todo(glsl) draw quad
probe all rgba (0.352, 0.352, 0, 0) 1


[pixel shader]
float4 main() : sv_target
{
    float4 a = {1, 10, 100, 1000};
    float4 b = {2, 20, 200, 2000};
    float2 x = {14, 140};

    float2 res = smoothstep(a, b, x);
    return float4(res, 0, 0);
}

[test]
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 0, 0) 1


[pixel shader]
float4 main() : sv_target
{
    float2x3 a = {1, 1, 1, 1, 1, 1};
    float3x2 b = {2, 2, 2, 2, 2, 2};
    float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8};

    float2x2 r = smoothstep(a, b, x);
    return r;
}

[test]
todo(glsl) draw quad
probe all rgba (0.028, 0.104, 0.216, 0.352) 6


[pixel shader todo(sm<4)]
// 4 division by zero warnings.
// Only test compilation because result is implementation-dependent.
float4 main() : sv_target
{
    float4 a = {0, 0, 0, 0};
    float4 b = {-1, -1, 0, 0};
    float4 x = {0, -0.25, 0, 1};

    return smoothstep(a, b, x);
}


[pixel shader]
float4 main() : sv_target
{
    float4x1 a = {0.0, 0.0, 0.0, 0.0};
    float b = 1.0;
    float3x1 x = {0.5, 0.5, 0.5};

    float3x1 r = smoothstep(a, b, x);
    return float4(r, 0);
}

[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.0)


[pixel shader]
float4 main() : sv_target
{
    float4x1 a = {0.0, 0.0, 0.0, 0.0};
    float2x2 b = {1.0, 1.0, 1.0, 1.0};
    float3x1 x = {0.5, 0.5, 0.5};

    float2x1 r = smoothstep(a, b, x);
    return float4(r, r);
}

[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)


[pixel shader fail]
float4 main() : sv_target
{
    float2x2 a = {0.0, 0.0, 0.0, 0.0};
    float4 b = 1.0;
    float2x2 x = {0.5, 0.5, 0.5, 0.5};

    smoothstep(a, b, x);
    return 0;
}