[pixel shader] float4 main() : sv_target { return floor(float4(-0.5, 6.5, 7.5, 3.4)); } [test] todo(glsl) draw quad probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0) 4 [pixel shader] uniform float4 u; float4 main() : sv_target { return floor(u); } [test] uniform 0 float4 -0.5 6.5 7.5 3.4 todo(glsl) draw quad probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0) 4 [pixel shader] uniform float4 u; float4 main() : sv_target { float a = floor(u.r); int2 b = floor(u.gb); float4 res = float4(b, a, u.a); return floor(res); } [test] uniform 0 float4 -0.5 6.5 7.5 3.4 todo(glsl) draw quad probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4 [pixel shader] uniform int4 u; float4 main() : sv_target { float a = floor(u.r); int2 b = floor(u.gb); float4 res = float4(b, a, u.a); return floor(res); } [test] if(sm<4) uniform 0 float4 -1 6 7 3 if(sm>=4) uniform 0 int4 -1 6 7 3 todo(glsl) draw quad probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4