out vec4 sk_FragColor; uniform vec4 colorGreen; uniform vec4 colorRed; uniform vec4 testInputs; const int minus = 2; const int star = 3; const int slash = 4; bool test_bifffff22(int op, float m11, float m12, float m21, float m22, mat2 expected) { float one = colorRed.x; mat2 m2 = mat2(m11 * one, m12 * one, m21 * one, m22 * one); switch (op) { case 1: m2 = 1.0 + m2; break; case 2: m2 -= 1.0; break; case 3: m2 *= 2.0; break; case 4: m2 = m2 * 0.5; break; } return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y; } bool divisionTest_b() { float ten = colorRed.x * 10.0; mat2 mat = mat2(vec2(ten), vec2(ten)); mat2 div = mat * (1.0 / testInputs.x); mat *= 1.0 / testInputs.x; return all(lessThan(abs(vec4(div) + vec4(8.0)), vec4(0.01))) && all(lessThan(abs(vec4(mat) + vec4(8.0)), vec4(0.01))); } vec4 main() { float f1 = colorGreen.y; float f2 = 2.0 * colorGreen.y; float f3 = 3.0 * colorGreen.y; float f4 = 4.0 * colorGreen.y; mat2 _0_expected = mat2(f1 + 1.0, f2 + 1.0, f3 + 1.0, f4 + 1.0); float _1_one = colorRed.x; mat2 _2_m2 = mat2(f1 * _1_one, f2 * _1_one, f3 * _1_one, f4 * _1_one); { _2_m2 = 1.0 + _2_m2; } return ((((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(minus, f1, f2, f3, f4, mat2(f1 - 1.0, f2 - 1.0, f3 - 1.0, f4 - 1.0))) && test_bifffff22(star, f1, f2, f3, f4, mat2(f1 * 2.0, f2 * 2.0, f3 * 2.0, f4 * 2.0))) && test_bifffff22(slash, f1, f2, f3, f4, mat2(f1 * 0.5, f2 * 0.5, f3 * 0.5, f4 * 0.5))) && divisionTest_b() ? colorGreen : colorRed; }