[pixel shader]
uniform float3 f;

float4 main() : sv_target
{
    int3 r = f;

    return float4(r, 0);
}

[test]
uniform 0 float4 10.3 -11.6 12.8 13.1
draw quad
probe (0, 0) f32(10, -11, 12, 0)

[vertex shader]
uniform float4 f;

void main(float4 pos : position, out float4 t1 : TEXCOORD1, out float4 out_pos : sv_position)
{
    out_pos = pos;
    t1 = (int4)f;
}

[pixel shader]
float4 main(float4 t1 : TEXCOORD1) : sv_target
{
    return t1;
}

[test]
uniform 0 float4 -0.4 -0.7 -12.8 14.8
draw quad
probe (0, 0) f32(0, 0, -12, 14)

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

float4 main() : sv_target
{
    float4 ret;

    ret.x = ((float)(int)f) - 1.5;
    ret.y = ((float)(int)u) + 2.5;
    ret.z = ((float)(int)b) / 2;
    ret.w = ((float)(int)(half)h) + 3.5;
    return ret;
}

[test]
if(sm<4) uniform 0 float 2.6
if(sm<4) uniform 4 float -2
if(sm<4) uniform 8 float 1.0
if(sm<4) uniform 12 float -3.6
if(sm>=4) uniform 0 float 2.6
if(sm>=4) uniform 1 int -2
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float -3.6
draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)


[pixel shader]
float4 main() : sv_target
{
    float f = 2.6;
    uint u = 0xfffffffe;
    bool b = true;
    half h = -3.6;
    float4 ret;

    ret.x = ((float)(int)f) - 1.5;
    ret.y = ((float)(int)u) + 2.5;
    ret.z = ((float)(int)b) / 2;
    ret.w = ((float)(int)h) + 3.5;
    return ret;
}

[test]
draw quad
if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)

[require]
shader model >= 6.2
native-16-bit

[pixel shader]
uniform int4 i;

int4 main() : sv_target
{
    int16_t4 s = i;
    return s * int16_t4(2, 2, 1, 1);
}

[test]
uniform 0 int4 0x10002 0x8003 0x10002 0x8003
draw quad
probe (0, 0) i32(4, 6, 2, -32765)
uniform 0 int4 -1 -3 -1 -3
draw quad
probe (0, 0) i32(-2, -6, -1, -3)

[pixel shader]
uniform float4 f;

int4 main() : sv_target
{
    int16_t4 s = f;
    return s * int16_t4(2, 2, 1, 1);
}

[test]
uniform 0 float4 0.5 1.0 0.5 1.0
todo draw quad
probe (0, 0) i32(0, 2, 0, 1)
uniform 0 float4 -0.5 -1.0 -0.5 -1.0
todo draw quad
probe (0, 0) i32(0, -2, 0, -1)
