| uniform float2x2 testMatrix2x2; |
| uniform float3x3 testMatrix3x3; |
| uniform half4 colorGreen, colorRed; |
| |
| half4 main(float2 coords) { |
| float2x3 testMatrix2x3 = float2x3(1, 2, 3, 4, 5, 6); |
| const float2x4 testMatrix2x4 = float2x4(1, 2, 3, 4, 5, 6, 7, 8); |
| const float3x2 testMatrix3x2 = float3x2(1, 2, 3, 4, 5, 6); |
| const float3x4 testMatrix3x4 = float3x4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12); |
| const float4x2 testMatrix4x2 = float4x2(1, 2, 3, 4, 5, 6, 7, 8); |
| const float4x3 testMatrix4x3 = float4x3(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12); |
| const float4x4 testMatrix4x4 = float4x4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); |
| |
| return (transpose(testMatrix2x2) == float2x2(1, 3, |
| 2, 4) && |
| transpose(testMatrix2x3) == float3x2(1, 4, |
| 2, 5, |
| 3, 6) && |
| transpose(testMatrix2x4) == float4x2(1, 5, |
| 2, 6, |
| 3, 7, |
| 4, 8) && |
| transpose(testMatrix3x2) == float2x3(1, 3, 5, |
| 2, 4, 6) && |
| transpose(testMatrix3x3) == float3x3(1, 4, 7, |
| 2, 5, 8, |
| 3, 6, 9) && |
| transpose(testMatrix3x4) == float4x3(1, 5, 9, |
| 2, 6, 10, |
| 3, 7, 11, |
| 4, 8, 12) && |
| transpose(testMatrix4x2) == float2x4(1, 3, 5, 7, |
| 2, 4, 6, 8) && |
| transpose(testMatrix4x3) == float3x4(1, 4, 7, 10, |
| 2, 5, 8, 11, |
| 3, 6, 9, 12) && |
| transpose(testMatrix4x4) == float4x4(1, 5, 9, 13, |
| 2, 6, 10, 14, |
| 3, 7, 11, 15, |
| 4, 8, 12, 16)) ? colorGreen : colorRed; |
| } |