[pixel shader] uniform float4 x; uniform float4 y; uniform float4 s; float4 main() : SV_TARGET { return lerp(x, y, s); } [test] uniform 0 float4 2.0 3.0 4.0 5.0 uniform 4 float4 0.0 -10.0 10.0 100.0 uniform 8 float4 0.0 1.0 -1.0 0.75 todo(glsl) draw quad probe all rgba (2.0, -10.0, -2.0, 76.25) [pixel shader] uniform int4 x; uniform int4 y; uniform int4 s; float4 main() : SV_TARGET { return lerp(x, y, s); } [test] if(sm<4) uniform 0 float4 2 3 4 0 if(sm<4) uniform 4 float4 0 -10 10 1000000 if(sm<4) uniform 8 float4 0 1 -1 1000000 if(sm>=4) uniform 0 int4 2 3 4 0 if(sm>=4) uniform 4 int4 0 -10 10 1000000 if(sm>=4) uniform 8 int4 0 1 -1 1000000 todo(glsl) draw quad probe all rgba (2.0, -10.0, -2.0, 1e12) 4 [pixel shader] float4 main() : sv_target { float3x2 a = {6, 5, 4, 3, 2, 1}; float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2}; float3x4 c = 2.4; float2x2 r = lerp(a, b, c); return float4(r); } [test] todo(glsl) draw quad probe all rgba (-6.0, -2.2, 4.48, 8.28) 1 [pixel shader fail] float4 main() : sv_target { float2x2 a = {0, 1, 2, 3}; float2x2 b = {1, 2, 3, 4}; float4 c = {0.5, 0.5, 0.5, 0.5}; lerp(a, b, c); return 0; }