[require] shader model >= 4.0 [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x + y, x - y, x * y, x / y); } [test] todo(glsl) draw quad probe (0, 0) rgba (20.0, 4294967296.0, 75.0, 0.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x % y, +x, -x, y / x); } [test] todo(glsl) draw quad probe (0, 0) rgba (5.0, 5.0, 4294967296.0, 3.0) [pixel shader fail(sm<6)] float4 main() : SV_TARGET { uint x = 1; uint y = 0; return x / y; } [test] todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail(sm<6)] float4 main() : SV_TARGET { uint x = 1; uint y = 0; return x % y; } [test] todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)