[pixel shader todo(sm<4)]
uniform float f;

float4 main() : sv_target
{
    return sign(f);
}

[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)


[pixel shader todo(sm<4)]
uniform float4 f;

float4 main() : sv_target
{
    return sign(f);
}

[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)


[pixel shader todo(sm<4)]
uniform float2x2 f;

float4 main() : sv_target
{
    return sign(f);
}

[test]
uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 3.0 4.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)


[pixel shader todo(sm<4)]
uniform int f;

float4 main() : sv_target
{
    return sign(f);
}

[test]
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 int4 1 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (1, 1, 1, 1)
if(sm<4) uniform 0 float4 -1 0 0 0
if(sm>=4) uniform 0 int4 -1 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (-1, -1, -1, -1)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 int4 0 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (0, 0, 0, 0)


[pixel shader todo(sm<4)]
uniform int4 f;

float4 main() : sv_target
{
    return sign(f);
}

[test]
if(sm<4) uniform 0 float4 1 2 3 4
if(sm>=4) uniform 0 int4 1 2 3 4
todo(sm<4 | glsl) draw quad
probe all rgba (1, 1, 1, 1)


[pixel shader todo(sm<4)]
uniform int2x2 f;

float4 main() : sv_target
{
    return sign(f);
}

[test]
if(sm<4) uniform 0 float4 1 2 0 0
if(sm<4) uniform 4 float4 3 4 0 0
if(sm>=4) uniform 0 int4 1 2 0 0
if(sm>=4) uniform 4 int4 3 4 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (1, 1, 1, 1)