19 lines
1.0 KiB
Plaintext
19 lines
1.0 KiB
Plaintext
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uniform half4 colorGreen, colorRed;
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uniform float2x2 testMatrix2x2; // equals (1, 2, 3, 4)
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half4 main(float2 coords) {
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float4 f4 = float4(testMatrix2x2);
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// These matrices are intentionally assembled off-kilter; the vectors shouldn't line up with the
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// natural matrix stride. Metal and SPIR-V will need to reorder the data to make it fit.
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bool ok = float2x3(f4.xyzw, f4.xy) == float2x3(1, 2, 3, 4, 1, 2);
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ok = ok && float2x4(f4.xyz, f4.wxyz, f4.w) == float2x4(1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float3x3(f4.xy, f4.zw, f4.xyzw, f4.x) == float3x3(1, 2, 3, 4, 1, 2, 3, 4, 1);
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ok = ok && float4x2(f4.xyz, f4.wxyz, f4.w) == float4x2(1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float4x3(f4.x, f4.yzwx, f4.yzwx, f4.yzw) == float4x3(1, 2, 3,
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4, 1, 2,
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3, 4, 1,
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2, 3, 4);
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return ok ? colorGreen : colorRed;
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}
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