[require]
shader model >= 4.0

[pixel shader]
uniform int i;
uniform uint u;
uniform bool b;
uniform float h;

float4 main() : sv_target
{
    return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, (half)h);
}

[test]
uniform 0 int -1
uniform 1 uint 3
uniform 2 int -2
uniform 3 float 0.5
todo(sm>=6) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)

[pixel shader]

float4 main() : sv_target
{
    int i = -1;
    uint u = 3;
    bool b = true;
    half h = 0.5;
    return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h);
}

[test]
draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
