[pixel shader]
float4 v;

float4 main() : sv_target
{
    return isinf(1.0f / v) + 1.0f;
}

[test]
uniform 0 float4 1.0 0.0 -0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba(1.0, 2.0, 2.0, 2.0)

[require]
shader model >= 4.0

[pixel shader]
float4 v;

float4 main() : sv_target
{
    return isinf(v) + 1.0f;
}

[test]
uniform 0 float4 1.0 0.0 -1.0 2.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
uniform 0 uint4 0x7f800000 0xff800000 0xffc00001 0xff800001
todo(msl & sm>=6) draw quad
probe (0, 0) rgba(2.0, 2.0, 1.0, 1.0)
