[require] shader model >= 4.0 [pixel shader] uniform int i; uniform uint u; uniform bool b; uniform half h; float4 main() : sv_target { return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h); } [test] uniform 0 int -1 uniform 1 uint 3 uniform 2 int -2 uniform 3 float 0.5 todo(sm>=6) draw quad probe all rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] float4 main() : sv_target { int i = -1; uint u = 3; bool b = true; half h = 0.5; return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h); } [test] draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)