uniform half4 colorGreen, colorRed; uniform half4 testInputs; half4 main(float2 coords) { bool ok = true; const half4 vec1234 = half4(1, 2, 3, 4); ok = ok && half2x2(testInputs) == half2x2(-1.25, 0, 0.75, 2.25); ok = ok && half2x2(half4(1, 2, 3, 4)) == half2x2(1, 2, 3, 4); ok = ok && half2x2(vec1234) == half2x2(1, 2, 3, 4); ok = ok && half2x2(half4(2, 0, 0, 2)) == half2x2(2); ok = ok && half2x2(half4(2)) == half2x2(2, 2, 2, 2); ok = ok && float2x2(testInputs) == float2x2(-1.25, 0, 0.75, 2.25); ok = ok && float2x2(half4(1, 2, 3, 4)) == float2x2(1, 2, 3, 4); ok = ok && float2x2(vec1234) == float2x2(1, 2, 3, 4); ok = ok && float2x2(half4(4, 0, 0, 4)) == float2x2(4); ok = ok && float2x2(half4(4)) == float2x2(4, 4, 4, 4); ok = ok && half2x2(colorGreen) == half2x2(0, 1, 0, 1); ok = ok && half2x2(colorGreen) == half2x2(int4(0, 1, 0, 1)); ok = ok && half2x2(int4(colorGreen)) == half2x2(int4(0, 1, 0, 1)); ok = ok && half2x2(0, 1, 0, 1) == half2x2(int4(0, 1, 0, 1)); ok = ok && half2x2(8, 8, 8, 8) == half2x2(int4(8)); ok = ok && half2x2(8) == half2x2(int4(8, 0, 0, 8)); ok = ok && half2x2(colorGreen) == half2x2(false, true, false, true); ok = ok && half2x2(colorGreen) == half2x2(bool4(false, true, false, true)); ok = ok && half2x2(bool4(colorGreen)) == half2x2(bool4(false, true, false, true)); ok = ok && half2x2(false, true, false, true) == half2x2(bool4(false, true, false, true)); ok = ok && half2x2(true, false, false, true) == half2x2(bool4(true, false, false, true)); ok = ok && half2x2(true, true, true, true) == half2x2(bool4(true)); return ok ? colorGreen : colorRed; }