uniform half4 colorGreen, colorRed; uniform float2x2 testMatrix2x2; bool test_float() { bool ok = true; float2x2 m1 = testMatrix2x2; ok = ok && (m1 == float2x2(1, 2, 3, 4)); // This generates {5, 0, 0, 5} on some Radeon GPUs. // float2x2 m2 = float2x2(float4(5)); // ok = ok && (m2 == float2x2(5, 5, 5, 5)); float2x2 m3 = float2x2(m1); ok = ok && (m3 == float2x2(1, 2, 3, 4)); float2x2 m4 = float2x2(6); ok = ok && (m4 == float2x2(6, 0, 0, 6)); m3 *= m4; ok = ok && (m3 == float2x2(6, 12, 18, 24)); float2x2 m5 = float2x2(m1[1][1]); ok = ok && (m5 == float2x2(4, 0, 0, 4)); m1 += m5; ok = ok && (m1 == float2x2(5, 2, 3, 8)); float2x2 m7 = float2x2(5, 6, float2(7, 8)); ok = ok && (m7 == float2x2(5, 6, 7, 8)); float3x3 m9 = float3x3(9); ok = ok && (m9 == float3x3(9, 0, 0, 0, 9, 0, 0, 0, 9)); float4x4 m10 = float4x4(11); ok = ok && (m10 == float4x4(11, 0, 0, 0, 0, 11, 0, 0, 0, 0, 11, 0, 0, 0, 0, 11)); float4x4 m11 = float4x4(20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20); m11 -= m10; ok = ok && (m11 == float4x4(9, 20, 20, 20, 20, 9, 20, 20, 20, 20, 9, 20, 20, 20, 20, 9)); float4 f4 = float4(testMatrix2x2); ok = ok && float2x2(f4.xy, f4.z, 4) == float2x2(1, 2, 3, 4); ok = ok && float3x3(f4.xy, f4.z, f4.w, f4.xy, f4.zw, f4.x) == float3x3(1, 2, 3, 4, 1, 2, 3, 4, 1); ok = ok && float4x4(f4.xy, f4.zw, f4.xyz, f4.w, f4.xyzw, 1, f4.yzw) == float4x4(1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4); return ok; } bool test_half() { bool ok = true; half2x2 m1 = half2x2(testMatrix2x2); ok = ok && (m1 == half2x2(1, 2, 3, 4)); // This generates {5, 0, 0, 5} on some Radeon GPUs. // half2x2 m2 = half2x2(half4(5)); // ok = ok && (m2 == half2x2(5, 5, 5, 5)); half2x2 m3 = half2x2(m1); ok = ok && (m3 == half2x2(1, 2, 3, 4)); half2x2 m4 = half2x2(6); ok = ok && (m4 == half2x2(6, 0, 0, 6)); m3 *= m4; ok = ok && (m3 == half2x2(6, 12, 18, 24)); half2x2 m5 = half2x2(m1[1][1]); ok = ok && (m5 == half2x2(4, 0, 0, 4)); m1 += m5; ok = ok && (m1 == half2x2(5, 2, 3, 8)); half2x2 m7 = half2x2(5, 6, half2(7, 8)); ok = ok && (m7 == half2x2(5, 6, 7, 8)); half3x3 m9 = half3x3(9); ok = ok && (m9 == half3x3(9, 0, 0, 0, 9, 0, 0, 0, 9)); half4x4 m10 = half4x4(11); ok = ok && (m10 == half4x4(11, 0, 0, 0, 0, 11, 0, 0, 0, 0, 11, 0, 0, 0, 0, 11)); half4x4 m11 = half4x4(20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20); m11 -= m10; ok = ok && (m11 == half4x4(9, 20, 20, 20, 20, 9, 20, 20, 20, 20, 9, 20, 20, 20, 20, 9)); half4 h4 = half4(testMatrix2x2); ok = ok && half2x2(h4.xy, h4.z, 4) == half2x2(1, 2, 3, 4); ok = ok && half3x3(h4.xy, h4.z, h4.w, h4.xy, h4.zw, h4.x) == half3x3(1, 2, 3, 4, 1, 2, 3, 4, 1); ok = ok && half4x4(h4.xy, h4.zw, h4.xyz, h4.w, h4.xyzw, 1, h4.yzw) == half4x4(1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4); return ok; } bool test_comma() { float2x2 x, y; return (x = float2x2(1, 2, 3, 4), y = 0.5 * float2x2(2, 4, 6, 8), x == y); } half4 main(float2 coords) { return test_float() && test_half() && test_comma() ? colorGreen : colorRed; }