[pixel shader] uniform float4 f; float4 main() : sv_target { return any(f); } [test] uniform 0 float4 1.0 1.0 1.0 1.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 1.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 0.0 1.0 0.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 0.0 0.0 1.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 0.0 0.0 0.0 1.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) uniform 0 float4 -1.0 -1.0 -1.0 -1.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) [pixel shader] uniform float f; float4 main() : sv_target { return any(f); } [test] uniform 0 float4 1.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) uniform 0 float4 -1.0 0.0 0.0 0.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) [pixel shader] uniform uint4 b; float4 main() : sv_target { return any((bool4)b); } [test] if(sm<4) uniform 0 float4 1 1 1 1 if(sm>=4) uniform 0 uint4 1 1 1 1 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) if(sm<4) uniform 0 float4 0 1 0 0 if(sm>=4) uniform 0 uint4 0 1 0 0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) if(sm<4) uniform 0 float4 0 0 1 0 if(sm>=4) uniform 0 uint4 0 0 1 0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) if(sm<4) uniform 0 float4 0 0 0 1 if(sm>=4) uniform 0 uint4 0 0 0 1 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] uniform uint b; float4 main() : sv_target { return any((bool)b); } [test] if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0)