[pixel shader] uniform float4 a; uniform float2 b; float4 main() : SV_TARGET { float u = a.x, v = a.y, w = a.z, x = a.w, y = b.x, z = b.y; return float4(x * y - z / w + --u / -v, z * x / y + w / -v, u + v - w, x / y / w); } [test] uniform 0 float4 2.5 0.3 0.2 0.7 uniform 4 float4 0.1 1.5 0.0 0.0 todo(msl) draw quad probe (0, 0) rgba (-12.43, 9.833333, 1.6, 35.0) 1