[require] shader model >= 4.0 [dsv] size (2d, 640, 480) [pixel shader] float depth; float main() : SV_Depth { return depth; } [test] uniform 0 float 0.0 clear dsv 1.0 depth less todo(sm>=6 | glsl) draw quad probe dsv all r (0.0) uniform 0 float 0.75 clear dsv 1.0 todo(sm>=6 | glsl) draw quad probe dsv all r (0.75) clear dsv 0.5 depth greater todo(sm>=6 | glsl) draw quad probe dsv all r (0.75) depth less clear dsv 0.5 todo(sm>=6 | glsl) draw quad probe dsv all r (0.5)