[pixel shader] uniform float4 x; float4 main() : sv_target { return x.x ? x : x - 1; } [test] uniform 0 float4 2.0 3.0 4.0 5.0 todo(sm>=6) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) uniform 0 float4 0.0 10.0 11.0 12.0 todo(sm>=6) draw quad probe all rgba (-1.0, 9.0, 10.0, 11.0) [pixel shader] uniform float4 x; float4 main() : sv_target { float4 ret; ret.x = x.x ? x.x : 1; ret.y = x.y ? 2 : x.y; ret.z = ret.w = 0.0; return ret; } [test] uniform 0 float4 1.1 3.0 4.0 5.0 draw quad probe all rgba (1.1, 2.0, 0.0, 0.0) [pixel shader] float4 f; float4 main() : sv_target { float f1 = 0.1, f2 = 0.2, f3; f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6); return float4(f1, f2, f3, 0.0); } [require] shader model < 6.0 [test] uniform 0 float4 1.0 0.0 0.0 0.0 draw quad probe all rgba (0.5, 0.6, 0.7, 0.0) [require] shader model >= 6.0 [test] uniform 0 float4 1.0 0.0 0.0 0.0 draw quad probe all rgba (0.5, 0.2, 0.7, 0.0) [require] % reset requirements [pixel shader fail(sm>=6)] float4 x, y, z; float4 main() : sv_target { return x ? y : z; } [test] uniform 0 float4 0.0 1.0 0.0 -3.0 uniform 4 float4 1.0 2.0 3.0 4.0 uniform 8 float4 5.0 6.0 7.0 8.0 draw quad probe all rgba (5.0, 2.0, 7.0, 4.0)