[pixel shader]
uniform int i;
uniform uint u;
uniform bool b;
uniform float f;

float4 main() : sv_target
{
    return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f);
}

[test]
if(sm<4) uniform 0 float -1
if(sm<4) uniform 4 float 3
if(sm<4) uniform 8 float 1
if(sm<4) uniform 12 float 0.5
if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 uint 3
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float 0.5
todo(glsl) 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;
    float f = 0.5;
    return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f);
}

[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)