[require]
shader model >= 4.0

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

float4 main() : sv_target
{
    float4 ret;

    ret.x = asfloat(f);
    ret.y = asfloat(i);
    ret.z = asfloat(u);
    ret.w = asfloat((half)h);
    return ret;
}

[test]
uniform 0 float4 123.0 -2.0 456 0.01
draw quad
probe (320,240) rgba (123.0, -2.0, 456.0, 0.01)

[pixel shader]
uniform float2x2 m;
uniform float4 v;

float4 main() : sv_target
{
    return float4(asfloat(m)[0][1], asfloat(v).y, 0, 0);
}

[test]
uniform 0 float4 11 12 0 0
uniform 4 float4 13 14 0 0
uniform 8 float4 20 21 22 23
draw quad
probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)

[pixel shader fail]
float4 main() : sv_target
{
    bool b = true;

    return asfloat(b);
}

[pixel shader fail]
float4 main() : sv_target
{
    double d = 1.0;

    return asfloat(d);
}