[pixel shader] float4 r; float4 n; float i; float4 main() : sv_target { return refract(r, n, i); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float 0.2 todo(glsl) draw quad probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32 uniform 8 float 100.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 r; float4 n; float i; float4 main() : sv_target { float2 _r = float2(r.x, r.y); float2 _n = float2(n.x, n.y); return float4(refract(_r, _n, i), 0, 0); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float 0.2 todo(sm<4 | glsl) draw quad probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32 uniform 8 float 100.0 todo(sm<4 | glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 r; float4 n; float i; float4 main() : sv_target { float2 _r = float2(r.x, r.y); return float4(refract(_r, n, i), 0, 0); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float 0.2 todo(sm<4 | glsl) draw quad probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32 uniform 8 float 100.0 todo(sm<4 | glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 r; float4 n; float i; float4 main() : sv_target { float2 _n = float2(n.x, n.y); return float4(refract(r, _n, i), 0, 0); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float 0.2 todo(sm<4 | glsl) draw quad probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32 uniform 8 float 100.0 todo(sm<4 | glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 r; float4 n; float i; float4 main() : sv_target { float1 _r = float1(r.x); float1 _n = float1(n.x); return float4(refract(_r, _n, i), 0, 0, 0); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float 0.2 todo(glsl) draw quad probe all rgba (-0.524978, 0.0, 0.0, 0.0) 32 uniform 8 float 100.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 r; float4 n; float i; float4 main() : sv_target { return refract(r, n.x, i); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float 0.2 todo(glsl) draw quad probe all rgba (-0.5562381, -0.6762381, -0.6162381, -0.5962381) 32 uniform 8 float 100.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail(sm>=6)] float4 r; float4 n; float4 i; float4 main() : sv_target { return refract(r, n, i); } [test] uniform 0 float4 0.5 -0.1 0.2 0.3 uniform 4 float4 0.6 0.4 -0.3 1.0 uniform 8 float4 0.2 0.3 0.4 0.5 if(sm<6) todo(glsl) draw quad if(sm<6) probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32 uniform 8 float 100.0 if(sm<6) todo(glsl) draw quad if(sm<6) probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail] float4x1 r; float4 n; float i; float4 main() : sv_target { return refract(r, n, i); } [pixel shader fail] float1x4 r; float4 n; float i; float4 main() : sv_target { return refract(r, n, i); } [pixel shader fail] float4 r; float1x4 n; float i; float4 main() : sv_target { return refract(r, n, i); } [pixel shader fail] float4 r; float4x1 n; float i; float4 main() : sv_target { return refract(r, n, i); } [pixel shader fail] float4 r; float4 n; float1x4 i; float4 main() : sv_target { return refract(r, n, i); } [pixel shader fail] float4 r; float4 n; float4x1 i; float4 main() : sv_target { return refract(r, n, i); } [pixel shader todo(sm<6)] float4 r; float4 n; float i; float detect(float4 x) { return 1; } float detect(half4 x) { return 2; } float4 main() : sv_target { return float4(detect(refract((half4)r, (half4)n, (half)i)), detect(refract(r, n, (half)i)), detect(refract(r, (half4)n, i)), detect(refract((half4)r, n, i))); } [test] todo(sm<6) draw quad if(sm<6) probe all rgba (2.0, 1.0, 1.0, 1.0) if(sm>=6) probe all rgba (1.0, 1.0, 1.0, 1.0)