| |
| uniform mat2 testMatrix2x2; |
| uniform mat3 testMatrix3x3; |
| uniform vec4 testInputs; |
| uniform vec4 colorRed; |
| uniform vec4 colorGreen; |
| uniform float unknownInput; |
| bool test_mat3_mat3_b() { |
| mat3 m; |
| mat3 mm; |
| const mat3 z = mat3(0.0); |
| m = testMatrix3x3; |
| m = testMatrix3x3; |
| m = -m; |
| mm = mat3(0.0); |
| mm = mat3(0.0); |
| return m == -testMatrix3x3 && mm == z; |
| } |
| bool test_mat4_mat4_b() { |
| mat4 testMatrix4x4 = mat4(testInputs, testInputs, testInputs, testInputs); |
| mat4 m; |
| mat4 mm; |
| const mat4 z = mat4(0.0); |
| m = testMatrix4x4; |
| m = testMatrix4x4; |
| m = -m; |
| mm = mat4(0.0); |
| mm = mat4(0.0); |
| return m == -testMatrix4x4 && mm == z; |
| } |
| vec4 main() { |
| mat2 _0_m; |
| mat2 _1_mm; |
| const mat2 _3_z = mat2(0.0); |
| _0_m = testMatrix2x2; |
| _0_m = testMatrix2x2; |
| _0_m = -_0_m; |
| _1_mm = mat2(0.0); |
| _1_mm = mat2(0.0); |
| return ((_0_m == -testMatrix2x2 && _1_mm == _3_z) && test_mat3_mat3_b()) && test_mat4_mat4_b() ? colorGreen : colorRed; |
| } |