[pixel shader]
uniform float2 a;

float4 main() : SV_TARGET
{
    float x = a.x;
    float y = a.y;
    return float4(x + y, x - y, x * y, x / y);
}

[test]
uniform 0 float4 5.0 15.0 0.0 0.0
draw quad
probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1

[pixel shader]
uniform float2 a;

float4 main() : SV_TARGET
{
    float x = a.x;
    float y = a.y;
    return float4(x % y, +x, -x, y / x);
}

[test]
uniform 0 float4 5.0 15.0 0.0 0.0
draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0) 1

[pixel shader]
uniform float2 a;

float4 main() : SV_TARGET
{
    float x = a.x;
    float y = a.y;
    return float4(x % y, -x % y, x % -y, -x % -y);
}

[test]
uniform 0 float4 42.0 5.0 0.0 0.0
draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0) 16

[pixel shader]
uniform float2 a;

float4 main() : SV_TARGET
{
    float x = a.x;
    float y = a.y;
    return float4(x % y, -x % y, x % -y, -x % -y);
}

[test]
uniform 0 float4 45.0 5.0 0.0 0.0
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)

[pixel shader]
float4 x, y;

float4 main() : sv_target
{
    return x % y;
}

[test]
uniform 0 float4 5.0 -42.1 4.0 45.0
uniform 4 float4 15.0 -5.0 4.1 5.0
draw quad
probe all rgba (5.0, -2.1, 4.0, 0.0) 6

[require]
% Infinities are not allowed in SM1
shader model >= 4.0

[pixel shader]
uniform float2 a;

float4 main() : SV_TARGET
{
    float x = a.x;
    float y = a.y;
    return x / y;
}

[test]
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe all rgba (1e99, 1e99, 1e99, 1e99)
