| uniform float2x2 testMatrix2x2; |
| uniform half4 colorRed, colorGreen; |
| uniform half unknownInput; |
| |
| bool test() { |
| bool ok = true; |
| ok = ok && (float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == |
| float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); |
| ok = ok && !(float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == |
| float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); |
| |
| ok = ok && ( float2x2(1) == float2x2(1)); |
| ok = ok && !( float2x2(1) == float2x2(0)); |
| ok = ok && ( float2x2(-1) == -float2x2(1)); |
| ok = ok && ( float2x2(0) == -float2x2(0)); |
| ok = ok && (-float2x2(-1) == float2x2(1)); |
| ok = ok && (-float2x2(0) == -float2x2(-0)); |
| |
| ok = ok && (float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); |
| ok = ok && !(float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); |
| |
| ok = ok && !(float2x2(1) != float2x2(1)); |
| ok = ok && (float2x2(1) != float2x2(0)); |
| ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) == |
| float3x3(float2x2(1.0))); |
| ok = ok && (float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 1.0)) == |
| float3x3(float2x2(9.0))); |
| ok = ok && (float3x3(unknownInput) == float3x3(float2x2(1.0))); |
| ok = ok && (float3x3(float3(9).x00, float3(9).0x0, float3(unknownInput).00x) == |
| float3x3(float2x2(9.0))); |
| ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0)); |
| ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0)); |
| ok = ok && (float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0)); |
| ok = ok && (float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0)); |
| ok = ok && (float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0)); |
| |
| ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(1, 2, 3, 4); |
| ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(testMatrix2x2); |
| ok = ok && (float4(testMatrix2x2) * float4(0)) == float4(0); |
| |
| return ok; |
| } |
| |
| half4 main(float2 coords) { |
| return test() ? colorGreen : colorRed; |
| } |