uniform half4 colorGreen, colorRed; uniform float4 testInputs; // equals (-1.25, 0, 0.75, 2.25) const int plus = 1; const int minus = 2; const int star = 3; const int slash = 4; bool test(int op, float m11, float m12, float m21, float m22, float2x2 expected) { float one = colorRed.r; float2x2 m2 = float2x2(m11 * one, m12 * one, m21 * one, m22 * one); switch (op) { case plus: m2 = 1 + m2; break; case minus: m2 -= 1; break; case star: m2 *= 2; break; case slash: m2 = m2 / 2; break; } return m2[0][0] == expected[0][0] && m2[0][1] == expected[0][1] && m2[1][0] == expected[1][0] && m2[1][1] == expected[1][1]; } bool divisionTest() { float ten = colorRed.r * 10.0; float2x2 mat = float2x2(ten.xx, ten.xx); float2x2 div = mat / testInputs.x; // `matrix / scalar` should become `matrix * (1 / scalar)` mat /= testInputs.x; // `matrix /= scalar` should become `matrix *= (1 / scalar)` return all(lessThan(abs(float4(div) + float4(8)), float4(0.01))) && all(lessThan(abs(float4(mat) + float4(8)), float4(0.01))); } half4 main(float2 coords) { float f1 = 1 * colorGreen.g; float f2 = 2 * colorGreen.g; float f3 = 3 * colorGreen.g; float f4 = 4 * colorGreen.g; return true && test(plus, f1, f2, f3, f4, float2x2(f1+1, f2+1, f3+1, f4+1)) && test(minus, f1, f2, f3, f4, float2x2(f1-1, f2-1, f3-1, f4-1)) && test(star, f1, f2, f3, f4, float2x2(f1*2, f2*2, f3*2, f4*2)) && test(slash, f1, f2, f3, f4, float2x2(f1/2, f2/2, f3/2, f4/2)) && divisionTest() ? colorGreen : colorRed; }