uniform half4 colorRed, colorGreen; uniform half unknownInput; bool test() { bool ok = true; ok = ok && (float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && !(float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && ( float2x2(1) == float2x2(1)); ok = ok && !( float2x2(1) == float2x2(0)); ok = ok && ( float2x2(-1) == -float2x2(1)); ok = ok && ( float2x2(0) == -float2x2(0)); ok = ok && (-float2x2(-1) == float2x2(1)); ok = ok && (-float2x2(0) == -float2x2(-0)); ok = ok && (float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && !(float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); ok = ok && !(float2x2(1) != float2x2(1)); ok = ok && (float2x2(1) != float2x2(0)); ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) == float3x3(float2x2(1.0))); ok = ok && (float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 1.0)) == float3x3(float2x2(9.0))); ok = ok && (float3x3(unknownInput) == float3x3(float2x2(1.0))); ok = ok && (float3x3(float3(9).x00, float3(9).0x0, float3(unknownInput).00x) == float3x3(float2x2(9.0))); ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0)); ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0)); ok = ok && (float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0)); ok = ok && (float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0)); ok = ok && (float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0)); return ok; } half4 main(float2 coords) { return test() ? colorGreen : colorRed; }