% On SM1, uints can only be used with known-positive values. [require] shader model >= 4.0 [pixel shader] uniform float f; uniform int i; uniform bool b; uniform float h; float4 main() : sv_target { float4 ret; ret.x = ((float)(uint)f) - 1.5; ret.y = ((float)(uint)i) - 1.5; ret.z = ((float)(uint)b) / 2; ret.w = ((float)(uint)(half)h) + 0.5; return ret; } [test] uniform 0 float 2.6 uniform 1 int 2 uniform 2 int -2 uniform 3 float -3.6 todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] float4 main() : sv_target { float f = 2.6; int i = 2; bool b = true; half h = -3.6; float4 ret; ret.x = ((float)(uint)f) - 1.5; ret.y = ((float)(uint)i) - 1.5; ret.z = ((float)(uint)b) / 2; ret.w = ((float)(uint)h) + 0.5; return ret; } [test] todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)