[require] shader model >= 5.0 [pixel shader todo] uniform double2 d; uniform float2 f; float4 main() : sv_target { double2 n = d / f; return float4(d.x, d.y, n.x, n.y); } [test] uniform 0 double2 -4.5 8.5 uniform 4 float4 -2.25 4.25 0.0 0.0 todo(sm<6) draw quad probe all rgba (-4.5, 8.5, 2.0, 2.0) [require] shader model >= 6.0 [pixel shader] uniform uint64_t2 l; uniform uint2 u; float4 main() : sv_target { uint64_t2 n = l / u; uint4 result = uint4(l.x, l.y, n.x, n.y); return result; } [test] uniform 0 uint64_t2 0x500000001 0x100000002 uniform 4 uint4 10 4 0 0 todo draw quad todo probe all rgba (1.0, 2.0, 2147483648.0, 1073741824.0) [pixel shader] uniform int64_t2 l; uniform int2 i; float4 main() : sv_target { int64_t2 n = l / i; int4 result = int4(l.x, l.y, n.x, n.y); return result; } [test] uniform 0 int64_t2 -21474836481 0x100000002 uniform 4 int4 -20 8 0 0 todo draw quad todo probe all rgba (-1.0, 2.0, 1073741824.0, 536870912.0)