[pixel shader]
uniform float4 x;

float4 main() : sv_target
{
    return x.x ? x : x - 1;
}

[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(sm>=6) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 float4 0.0 10.0 11.0 12.0
todo(sm>=6) draw quad
probe all rgba (-1.0, 9.0, 10.0, 11.0)

[pixel shader]
uniform float4 x;

float4 main() : sv_target
{
    float4 ret;

    ret.x = x.x ? x.x : 1;
    ret.y = x.y ? 2 : x.y;
    ret.z = ret.w = 0.0;
    return ret;
}

[test]
uniform 0 float4 1.1 3.0 4.0 5.0
todo(sm>=6) draw quad
probe all rgba (1.1, 2.0, 0.0, 0.0)

[pixel shader]
float4 f;

float4 main() : sv_target
{
    float f1 = 0.1, f2 = 0.2, f3;
    f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
    return float4(f1, f2, f3, 0.0);
}

[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.0)

[pixel shader fail(sm>=6)]
float4 x, y, z;

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

[test]
uniform 0 float4 0.0 1.0 0.0 -3.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
draw quad
probe all rgba (5.0, 2.0, 7.0, 4.0)
