[pixel shader] float s; float4 main() : sv_target { return determinant(s); } [test] uniform 0 float4 9.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (9.0, 9.0, 9.0, 9.0) [pixel shader] float1x1 m; float4 main() : sv_target { return determinant(m); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [pixel shader] float2x2 m; float4 main() : sv_target { return determinant(m); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 todo(glsl) draw quad probe (0, 0) rgba (-4.0, -4.0, -4.0, -4.0) [pixel shader] float2x1 m; float4 main() : sv_target { return determinant(m); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) [pixel shader] float3x3 m; float4 main() : sv_target { return determinant(m); } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 -6.0 7.0 8.0 uniform 8 float4 9.0 10.0 11.0 12.0 todo(glsl) draw quad probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0) [pixel shader] float4x4 m; float4 main() : sv_target { return determinant(m); } [test] uniform 0 float4 1.0 -2.0 3.0 4.0 uniform 4 float4 5.0 6.0 -7.0 8.0 uniform 8 float4 9.0 10.0 11.0 12.0 uniform 12 float4 13.0 14.0 15.0 16.0 todo(glsl) draw quad probe (0, 0) rgba (-672.0, -672.0, -672.0, -672.0) [pixel shader] float3x4 m; float4 main() : sv_target { return determinant(m); } [test] uniform 0 float4 1.0 2.0 3.0 0.0 uniform 4 float4 5.0 -6.0 7.0 0.0 uniform 8 float4 9.0 10.0 11.0 0.0 uniform 12 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0) [pixel shader fail] float1 v; float4 main() : sv_target { return determinant(v); } [pixel shader fail] float2 v; float4 main() : sv_target { return determinant(v); }