[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)

[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    [attr1]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    [flatten]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)

[pixel shader fail(sm<6)]
float4 u;

float main() : sv_target
{
    [branch] [branch]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[pixel shader fail todo]
float4 u;

float main() : sv_target
{
    [branch] [flatten]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

% Using older profiles fails to compile with forced control flow instruction
[require]
shader model >= 3.0

[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    [branch]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)

[pixel shader]
float4 main() : sv_target
{
    bool c = false;
    float a = -1.0f;
    if (c)
        return float4(1.0, 2.0, 3.0, 4.0);
    else if (a > 0)
        return float4(5.0, 6.0, 7.0, 8.0);
    else
        return float4(9.0, 10.0, 11.0, 12.0);
}

[test]
draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)