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