[require]
shader model >= 4.0

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 5;
    int y = 15;

    return float4(x >> y, y >> x, x << y, y << x);
}

[test]
draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 5;
    int y = 15;

    return float4(x & y, x | y, x ^ y, ~x);
}

[test]
draw quad
probe all rgba (5.0, 15.0, 10.0, -6.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int zero = 0;
    int one = 1;

    return float4(zero & zero, zero & one, one & zero, one & one);
}

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

[pixel shader]
float4 main() : SV_TARGET
{
    int zero = 0;
    int one = 1;

    return float4(zero | zero, zero | one, one | zero, one | one);
}

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

[pixel shader]
float4 main() : SV_TARGET
{
    int zero = 0;
    int one = 1;

    return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}

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

[pixel shader]
float4 main() : SV_TARGET
{
    uint x = 5;
    uint y = 15;

    return float4(x >> y, y >> x, x << y, y << x);
}

[test]
draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint x = 5;
    uint y = 15;

    return float4(x & y, x | y, x ^ y, ~x);
}

[test]
draw quad
probe all rgba (5.0, 15.0, 10.0, 4294967296.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint zero = 0;
    uint one = 1;

    return float4(zero & zero, zero & one, one & zero, one & one);
}

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

[pixel shader]
float4 main() : SV_TARGET
{
    uint zero = 0;
    uint one = 1;

    return float4(zero | zero, zero | one, one | zero, one | one);
}

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

[pixel shader]
float4 main() : SV_TARGET
{
    uint zero = 0;
    uint one = 1;

    return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}

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