[pixel shader] uniform float4 a; float4 main() : sv_target { return radians(a); } [test] uniform 0 float4 0.0 30.0 150.0 180.0 todo(glsl) draw quad probe all rgba (0.0, 0.52359877, 2.61799387, 3.14159265) [pixel shader] uniform float4 a; float4 main() : sv_target { return degrees(a); } [test] uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449 todo(glsl) draw quad probe all rgba (0.0, 45.0, 90.0, 135.0)