[require] shader model >= 4.0 [input layout] 0 r32g32 float sv_position [vb 0] -2.0 -2.0 2.0 -2.0 -2.0 2.0 2.0 2.0 [vertex shader] void main(inout float4 pos : sv_position) { } [pixel shader] float4 main(bool face : sv_isfrontface) : sv_target { return face ? float4(1.0f, 2.0f, 1.0f, 2.0f) : float4(0.0f, 1.0f, 0.0f, 1.0f); } [test] todo(glsl) draw triangle strip 4 probe all rgba (0.0, 1.0, 0.0, 1.0) [vb 0] -2.0 -2.0 -2.0 2.0 2.0 -2.0 2.0 2.0 [test] todo(glsl) draw triangle strip 4 probe all rgba (1.0, 2.0, 1.0, 2.0)