# Use a uniform to prevent the compiler from optimizing.

[pixel shader]
uniform int i;
float4 main() : SV_TARGET
{
    float4 color = float4(0.5, 0.4, 0.3, 0.2);
    color.g = color[i];
    color.b = 0.8;
    return color;
}

[test]
uniform 0 uint 2
draw quad
probe all rgba (0.5, 0.3, 0.8, 0.2)