[pixel shader]
uniform float4 color;

float4 main() : sv_target
{
    float4 ret = color;
    ret.gb = ret.ra;
    ret.ra = float2(0.0101, 0.0404);
    return ret;
}

[test]
uniform 0 float4 0.0303 0.08 0.07 0.0202
todo(glsl) draw quad
probe all rgba (0.0101, 0.0303, 0.0202, 0.0404)


[pixel shader]
float4 main() : SV_target
{
    float4 ret = float4(0.1, 0.2, 0.3, 0.4);
    ret.wyz.yx = float2(0.5, 0.6).yx;
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.6, 0.3, 0.5)


[pixel shader]
float4 main() : SV_target
{
    float4 ret;
    ret.zwyx = float4(0.1, 0.2, 0.3, 0.4);
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.1, 0.2)


[pixel shader]
float4 main() : SV_target
{
    float4 ret;
    ret.yw.y = 0.1;
    ret.xzy.yz.y.x = 0.2;
    ret.yzwx.yzwx.wz.y = 0.3;
    ret.zxy.xyz.zxy.xy.y = 0.4;
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.3, 0.2, 0.4, 0.1)


[pixel shader]
float4 main() : SV_target
{
    float4 ret;
    ret.yxz.yx = float2(0.1, 0.2);
    ret.w.x = 0.3;
    ret.wzyx.zyx.yx.x = 0.4;
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.4, 0.3)


[pixel shader]
float4 main() : SV_target
{
    float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz;
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.4, 0.4, 0.1)


[pixel shader]
float4 main() : SV_target
{
    float4 ret = float4(0.1, 0.2, 0.3, 0.4);
    ret.yxwz = ret;
    ret = ret.wyzx;
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.3, 0.1, 0.4, 0.2)


[pixel shader]
float4 main() : SV_target
{
    float4 ret;
    ret.xyzw.xyzw = float4(0.1, 0.2, 0.3, 0.4);
    return ret;
}

[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)


[pixel shader]
float4 main() : sv_target
{
    float f = 20;

    return f.x.x;
}

[test]
todo(glsl) draw quad
probe all rgba (20.0, 20.0, 20.0, 20.0)


[pixel shader]
float4 main() : sv_target
{
    float f = 3;

    return float4(1, 2, f.x.xx);
}

[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 3.0)


[pixel shader]
uniform float4 color;

float4 main() : sv_target
{
    float4 ret = color;
    ret.xyzw = ret.xyzw; // Assignment to self.
    return ret;
}

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


[pixel shader]
uniform float4 color;

float4 main() : sv_target
{
    float4 ret = color;
    ret.xyzw = ret.wxyz; // Assignment to self, shifted.
    ret.xy = ret.yx;
    return ret;
}

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