[require] shader model >= 4.0 [pixel shader] float4 main(uniform float f, uniform uint u, uniform bool b, uniform half h) : sv_target { float4 ret; ret.x = ((float)(int)f) - 1.5; ret.y = ((float)(int)u) + 2.5; ret.z = ((float)(int)b) / 2; ret.w = ((float)(int)h) + 3.5; return ret; } [test] uniform 0 float 2.6 uniform 1 int -2 uniform 2 int -2 uniform 3 float -3.6 draw quad todo probe all rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] float4 main() : sv_target { float f = 2.6; uint u = 0xfffffffe; bool b = true; half h = -3.6; float4 ret; ret.x = ((float)(int)f) - 1.5; ret.y = ((float)(int)u) + 2.5; ret.z = ((float)(int)b) / 2; ret.w = ((float)(int)h) + 3.5; return ret; } [test] draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)