[pixel shader] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x + y, x - y, x * y, x / y); } [test] uniform 0 float4 5.0 16.0 0.0 0.0 draw quad probe all rgba (21.0, -11.0, 80.0, 0.0) [pixel shader] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x % y, +x, -x, y / x); } [test] uniform 0 float4 5.0 16.0 0.0 0.0 draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) [pixel shader] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int 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 (8.0, -8.0, -8.0, 8.0) [pixel shader] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int 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) [pixel shader] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int 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 (9.0, -9.0, -9.0, 9.0) [pixel shader] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int 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] uniform float4 a; float4 main() : SV_TARGET { return abs(int4(a)); } [test] uniform 0 float4 5.0 -7.0 0.0 -10.0 draw quad probe all rgba (5.0, 7.0, 0.0, 10.0)