[pixel shader]
float4 main() : SV_TARGET
{
    return float4(
        (float)(bool)0.0,
        (float)(bool)0,
        (float)(bool)2.0,
        (float)(bool)2
    );
}

[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)


[pixel shader todo(sm<4)]
uniform float4 x;
uniform int4 y;

float4 main() : SV_TARGET
{
    return (float4)(bool4)x + 10.0 * (float4)(int4)(bool4)y;
}

[test]
uniform 0 float4 0.0 0.0 2.0 4.0
if(sm<4)  uniform 4 float4 0 1 0 10
if(sm>=4) uniform 4 int4 0 1 0 10
todo(sm<4) draw quad
probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0)


[pixel shader todo(sm<4)]
uniform bool4 b;

float4 main() : sv_target
{
    return (float4)b + (float4)(int4)b;
}

[test]
if(sm<4)  uniform 0 float4 1.0 1.0 1.0 0.0
if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
todo(sm<4) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0)