[pixel shader fail(sm<2)] uniform float2 u; float4 main() : sv_target { return float4(abs(u), abs(u.x - 0.5), abs(-0.4)); } [test] uniform 0 float4 0.1 0.7 0.0 0.0 draw quad probe (0, 0) rgba (0.1, 0.7, 0.4, 0.4) uniform 0 float4 -0.7 0.1 0.0 0.0 draw quad probe (0, 0) rgba (0.7, 0.1, 1.2, 0.4) [pixel shader fail(sm<2)] uniform float u; float4 main() : sv_target { int i = u; return float4(abs(i), abs(-8), abs(uint(3)), abs(bool(true))); } [test] uniform 0 float 2.0 todo(msl) draw quad probe (0, 0) rgba(2, 8, 3, 1) uniform 0 float -1.0 todo(msl) draw quad probe (0, 0) rgba(1, 8, 3, 1)