| uniform half4 colorRed, colorGreen; |
| |
| 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(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, 0.0)) == |
| float3x3(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)); |
| return ok; |
| } |
| |
| half4 main() { |
| return test() ? colorGreen : colorRed; |
| } |