[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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) rgba (0.0, 0.0, 0.0, 0.0)