[pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x + y, x - y, x * y, x / y); } [test] uniform 0 float4 5.0 15.0 0.0 0.0 draw quad probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x % y, +x, -x, y / x); } [test] uniform 0 float4 5.0 15.0 0.0 0.0 draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) 1 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 float4 42.0 5.0 0.0 0.0 draw quad probe all rgba (2.0, -2.0, 2.0, -2.0) 16 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 float4 45.0 5.0 0.0 0.0 draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 x, y; float4 main() : sv_target { return x % y; } [test] uniform 0 float4 5.0 -42.1 4.0 45.0 uniform 4 float4 15.0 -5.0 4.1 5.0 draw quad probe all rgba (5.0, -2.1, 4.0, 0.0) 4 [require] % Infinities are not allowed in SM1 shader model >= 4.0 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return x / y; } [test] uniform 0 float4 1.0 0.0 0.0 0.0 draw quad probe all rgba (1e99, 1e99, 1e99, 1e99)