uniform float2x2 testMatrix2x2; uniform float3x3 testMatrix3x3; uniform float4 testInputs; uniform half4 colorRed, colorGreen; uniform half unknownInput; bool test_no_op_mat2_X_vec2() { const float2x2 i = float2x2(1.0); const float2x2 z = float2x2(0.0); const float2x2 n = float2x2(-1.0); float2 v, vv; v = testInputs.xy * i; v = i * testInputs.xy; if (v != testInputs.xy) return false; v = v * i; v = i * v; v *= i; if (v != testInputs.xy) return false; v = testInputs.xy * n; v = n * testInputs.xy; if (v != -testInputs.xy) return false; vv = v * z; vv = z * v; return vv == z[0]; } bool test_no_op_mat3_X_vec3() { const float3x3 i = float3x3(1.0); const float3x3 z = float3x3(0.0); const float3x3 n = float3x3(-1.0); float3 v, vv; v = testInputs.xyz * i; v = i * testInputs.xyz; if (v != testInputs.xyz) return false; v = v * i; v = i * v; v *= i; if (v != testInputs.xyz) return false; v = testInputs.xyz * n; v = n * testInputs.xyz; if (v != -testInputs.xyz) return false; vv = v * z; vv = z * v; return vv == z[0]; } bool test_no_op_mat4_X_vec4() { const float4x4 i = float4x4(1.0); const float4x4 z = float4x4(0.0); const float4x4 n = float4x4(-1.0); float4 v, vv; v = testInputs * i; v = i * testInputs; if (v != testInputs) return false; v = v * i; v = i * v; v *= i; if (v != testInputs) return false; v = testInputs * n; v = n * testInputs; if (v != -testInputs) return false; vv = v * z; vv = z * v; return vv == z[0]; } bool test_no_op_vec2_X_mat2() { const float2 n = float2(-1.0); const float2 i = float2(1.0); const float2 z = float2(0.0); // These operations can be optimized; multiplying a zero vector across any matrix always results // in a zero vector. float2 v, vv; vv = z * testMatrix2x2; vv = testMatrix2x2 * z; if (vv != z) return false; // These operations can't be simplified; they do real work. v = i * testMatrix2x2; if (v != float2(3, 7)) return false; v = testMatrix2x2 * i; if (v != float2(4, 6)) return false; v = n * testMatrix2x2; if (v != -float2(3, 7)) return false; v = testMatrix2x2 * n; return v == -float2(4, 6); } bool test_no_op_vec3_X_mat3() { const float3 n = float3(-1.0); const float3 i = float3(1.0); const float3 z = float3(0.0); // These operations can be optimized; multiplying a zero vector across any matrix always results // in a zero vector. float3 v, vv; vv = z * testMatrix3x3; vv = testMatrix3x3 * z; if (vv != z) return false; // These operations can't be simplified; they do real work. v = i * testMatrix3x3; if (v != float3(6, 15, 24)) return false; v = testMatrix3x3 * i; if (v != float3(12, 15, 18)) return false; v = n * testMatrix3x3; if (v != -float3(6, 15, 24)) return false; v = testMatrix3x3 * n; return v == -float3(12, 15, 18); } bool test_no_op_vec4_X_mat4() { const float4 n = float4(-1.0); const float4 i = float4(1.0); const float4 z = float4(0.0); float4x4 testMatrix4x4 = float4x4(testMatrix2x2[0], testMatrix2x2[1], testMatrix2x2[0], testMatrix2x2[1], testMatrix2x2[0], testMatrix2x2[1], testMatrix2x2[0], testMatrix2x2[1]); // These operations can be optimized; multiplying a zero vector across any matrix always results // in a zero vector. float4 v, vv; vv = z * testMatrix4x4; vv = testMatrix4x4 * z; if (vv != z) return false; // These operations can't be simplified; they do real work. v = i * testMatrix4x4; if (v != float4(10, 10, 10, 10)) return false; v = testMatrix4x4 * i; if (v != float4(4, 8, 12, 16)) return false; v = n * testMatrix4x4; if (v != -float4(10, 10, 10, 10)) return false; v = testMatrix4x4 * n; return v == -float4(4, 8, 12, 16); } half4 main(float2 coords) { return test_no_op_mat2_X_vec2() && test_no_op_mat3_X_vec3() && test_no_op_mat4_X_vec4() && test_no_op_vec2_X_mat2() && test_no_op_vec3_X_mat3() && test_no_op_vec4_X_mat4() ? colorGreen : colorRed; }