[pixel shader] uniform int i; uniform uint u; uniform bool b; uniform float f; float4 main() : sv_target { return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f); } [test] if(sm<4) uniform 0 float -1 if(sm<4) uniform 4 float 3 if(sm<4) uniform 8 float 1 if(sm<4) uniform 12 float 0.5 if(sm>=4) uniform 0 int -1 if(sm>=4) uniform 1 uint 3 if(sm>=4) uniform 2 int -2 if(sm>=4) uniform 3 float 0.5 todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] float4 main() : sv_target { int i = -1; uint u = 3; bool b = true; float f = 0.5; return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f); } [test] todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)