[pixel shader fail(sm<6) todo] uniform half h; float4 main() : sv_target { return 0; } [require] options: backcompat [pixel shader] uniform half h; float4 main() : sv_target { return h; } [test] uniform 0 float 10.0 todo(glsl) draw quad probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)