uniform half4 colorGreen, colorRed; uniform half2x2 testMatrix2x2; uniform half3x3 testMatrix3x3; bool test_equality() { bool ok = true; ok = ok && testMatrix2x2 == half2x2(1,2,3,4); ok = ok && testMatrix3x3 == half3x3(1,2,3,4,5,6,7,8,9); ok = ok && testMatrix2x2 != half2x2(100); ok = ok && testMatrix3x3 != half3x3(9,8,7,6,5,4,3,2,1); // Similar tests (focused on constant-folding) can also be found in folding/MatrixFoldingES2. float zero = colorGreen.r; float one = colorGreen.g; float two = 2 * one; float nine = 9 * one; ok = ok && (float2x2(float2(one, zero), float2(zero, one)) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && !(float2x2(float2(one, zero), float2(one, one)) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && ( float2x2(one) == float2x2(1)); ok = ok && !( float2x2(one) == float2x2(0)); ok = ok && ( float2x2(-one) == -float2x2(1)); ok = ok && ( float2x2(zero) == -float2x2(0)); ok = ok && (-float2x2(-one) == float2x2(1)); ok = ok && (-float2x2(zero) == -float2x2(-0)); ok = ok && (float2x2(one) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && !(float2x2(two) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && !(float2x2(one) != float2x2(1)); ok = ok && (float2x2(one) != float2x2(0)); ok = ok && (float3x3(float3(one,zero,zero), float3(zero,one,zero), float3(zero,zero,one)) == float3x3(float2x2(1.0))); ok = ok && (float3x3(float3(nine,zero,zero), float3(zero,nine,zero), float3(zero,zero,one)) == float3x3(float2x2(9.0))); ok = ok && (float3x3(one) == float3x3(float2x2(1.0))); ok = ok && (float3x3(float3(nine).x00, float3(nine).0x0, float3(one).00x) == float3x3(float2x2(9.0))); ok = ok && (float2x2(float3x3(one)) == float2x2(1.0)); ok = ok && (float2x2(float3x3(one)) == float2x2(1.0)); ok = ok && (float2x2(float4(one, zero, zero, one)) == float2x2(1.0)); ok = ok && (float2x2(one, zero, float2(zero, one)) == float2x2(1.0)); ok = ok && (float2x2(float2(one, zero), zero, one) == float2x2(1.0)); ok = ok && (float4(testMatrix2x2) * float4(one)) == float4(1, 2, 3, 4); ok = ok && (float4(testMatrix2x2) * float4(one)) == float4(testMatrix2x2); ok = ok && (float4(testMatrix2x2) * float4(zero)) == float4(0); // TODO: enable this section when RP index expressions are more flexible // ok = ok && (float2x2(nine)[0] == float2(9.0, 0.0)); // ok = ok && (float2x2(nine)[1] == float2(0.0, 9.0)); // ok = ok && (float2x2(nine)[0][0] == 9.0); // ok = ok && (float2x2(nine)[0][1] == 0.0); // ok = ok && (float2x2(nine)[1][0] == 0.0); // ok = ok && (float2x2(nine)[1][1] == 9.0); float3x3 m = float3x3(one, two, 3, 4, 5, 6, 7, 8, nine); ok = ok && (m[0] == float3(1, 2, 3)); ok = ok && (m[1] == float3(4, 5, 6)); ok = ok && (m[2] == float3(7, 8, 9)); ok = ok && (m[0][0] == 1); ok = ok && (m[0][1] == 2); ok = ok && (m[0][2] == 3); ok = ok && (m[1][0] == 4); ok = ok && (m[1][1] == 5); ok = ok && (m[1][2] == 6); ok = ok && (m[2][0] == 7); ok = ok && (m[2][1] == 8); ok = ok && (m[2][2] == 9); // TODO: enable this section when RP index expressions are more flexible // ok = ok && (float3x3(one, two, 3, 4, 5, 6, 7, 8, nine)[0] == float3(1, 2, 3)); // ok = ok && (float3x3(one, two, 3, 4, 5, 6, 7, 8, nine)[1] == float3(4, 5, 6)); // ok = ok && (float3x3(one, two, 3, 4, 5, 6, 7, 8, nine)[2] == float3(7, 8, 9)); // // ok = ok && float4x4(half3x3(testMatrix2x2))[0] == float4(one, two, zero, zero); // ok = ok && float4x4(half3x3(testMatrix2x2))[1] == float4( 3, 4, zero, zero); // ok = ok && float4x4(half3x3(testMatrix2x2))[2] == float4(zero, zero, one, zero); // ok = ok && float4x4(half3x3(testMatrix2x2))[3] == float4(zero, zero, zero, one); return ok; } half4 main(float2 coords) { return test_equality() ? colorGreen : colorRed; }