[require] shader model >= 4.0 [pixel shader todo] float4 main(uniform int i, uniform uint u, uniform bool b, uniform float f) : sv_target { return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f); } [test] uniform 0 int -1 uniform 1 uint 3 uniform 2 int -2 uniform 3 float 0.5 todo draw quad probe all 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] draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)