| |
| out vec4 sk_FragColor; |
| uniform vec4 colorGreen; |
| uniform vec4 colorRed; |
| uniform vec4 testInputs; |
| const int minus = 2; |
| const int star = 3; |
| const int slash = 4; |
| bool test_bifffff22(int op, float m11, float m12, float m21, float m22, mat2 expected) { |
| float one = colorRed.x; |
| mat2 m2 = mat2(m11 * one, m12 * one, m21 * one, m22 * one); |
| switch (op) { |
| case 1: |
| m2 += 1.0; |
| break; |
| case 2: |
| m2 -= 1.0; |
| break; |
| case 3: |
| m2 *= 2.0; |
| break; |
| case 4: |
| m2 *= 0.5; |
| break; |
| } |
| return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y; |
| } |
| bool divisionTest_b() { |
| float ten = colorRed.x * 10.0; |
| mat2 mat = mat2(vec2(ten), vec2(ten)); |
| mat2 div = mat * (1.0 / testInputs.x); |
| mat *= 1.0 / testInputs.x; |
| return all(lessThan(abs(vec4(div) + vec4(8.0)), vec4(0.01))) && all(lessThan(abs(vec4(mat) + vec4(8.0)), vec4(0.01))); |
| } |
| vec4 main() { |
| float f1 = colorGreen.y; |
| float f2 = 2.0 * colorGreen.y; |
| float f3 = 3.0 * colorGreen.y; |
| float f4 = 4.0 * colorGreen.y; |
| mat2 _0_expected = mat2(f1 + 1.0, f2 + 1.0, f3 + 1.0, f4 + 1.0); |
| float _1_one = colorRed.x; |
| mat2 _2_m2 = mat2(f1 * _1_one, f2 * _1_one, f3 * _1_one, f4 * _1_one); |
| { |
| _2_m2 += 1.0; |
| } |
| return ((((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(minus, f1, f2, f3, f4, mat2(f1 - 1.0, f2 - 1.0, f3 - 1.0, f4 - 1.0))) && test_bifffff22(star, f1, f2, f3, f4, mat2(f1 * 2.0, f2 * 2.0, f3 * 2.0, f4 * 2.0))) && test_bifffff22(slash, f1, f2, f3, f4, mat2(f1 * 0.5, f2 * 0.5, f3 * 0.5, f4 * 0.5))) && divisionTest_b() ? colorGreen : colorRed; |
| } |