[pixel shader] uniform float4 u; float4 main() : sv_target { return float4(pow(u.y, 3), pow(u.xy, u.zw), pow(0.5, u.w)); } [test] uniform 0 float4 0.4 0.8 2.5 2.0 todo(glsl) draw quad probe (0, 0) rgba (0.512, 0.101192884, 0.64, 0.25) 4 [pixel shader] float4 main() : sv_target { float2x3 a = {1, 2, 3, 4, 5, 6}; float3x2 b = {6, 5, 4, 3, 2, 1}; float2x2 r = pow(a, b); return float4(r); } [test] todo(glsl) draw quad probe (0, 0) rgba (1.0, 32.0, 256.0, 125.0) 2 [pixel shader fail] float4 main() : sv_target { float2x2 a = {1, 2, 3, 4}; float4 b = {1, 2, 3, 4}; pow(a, b); return 0; }