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										 |  |  | % On SM1, uints can only be used with known-positive values. | 
					
						
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										 |  |  | [require] | 
					
						
							|  |  |  | shader model >= 4.0 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | [pixel shader] | 
					
						
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										 |  |  | uniform float f; | 
					
						
							|  |  |  | uniform int i; | 
					
						
							|  |  |  | uniform bool b; | 
					
						
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										 |  |  | uniform float h; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | float4 main() : sv_target | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  |     float4 ret; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     ret.x = ((float)(uint)f) - 1.5; | 
					
						
							|  |  |  |     ret.y = ((float)(uint)i) - 1.5; | 
					
						
							|  |  |  |     ret.z = ((float)(uint)b) / 2; | 
					
						
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										 |  |  |     ret.w = ((float)(uint)(half)h) + 0.5; | 
					
						
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										 |  |  |     return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | [test] | 
					
						
							|  |  |  | uniform 0 float 2.6 | 
					
						
							|  |  |  | uniform 1 int 2 | 
					
						
							|  |  |  | uniform 2 int -2 | 
					
						
							|  |  |  | uniform 3 float -3.6 | 
					
						
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										 |  |  | todo(msl) draw quad | 
					
						
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										 |  |  | probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | [pixel shader] | 
					
						
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										 |  |  | float4 main() : sv_target | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     float f = 2.6; | 
					
						
							|  |  |  |     int i = 2; | 
					
						
							|  |  |  |     bool b = true; | 
					
						
							|  |  |  |     half h = -3.6; | 
					
						
							|  |  |  |     float4 ret; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     ret.x = ((float)(uint)f) - 1.5; | 
					
						
							|  |  |  |     ret.y = ((float)(uint)i) - 1.5; | 
					
						
							|  |  |  |     ret.z = ((float)(uint)b) / 2; | 
					
						
							|  |  |  |     ret.w = ((float)(uint)h) + 0.5; | 
					
						
							|  |  |  |     return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | [test] | 
					
						
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										 |  |  | todo(msl) draw quad | 
					
						
							| 
									
										
										
										
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										 |  |  | probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) |