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[require]
GLSL >= 1.00 es
GL >= 2.0 es
# glUniformMatrix4x2fv only exists in OpenGL 2.1 or later.
[vertex shader]
attribute vec4 vertex;
mat4 proj = mat4(
2.0/250.0, 0.0, 0.0, -1.0,
0.0, 2.0/250.0, 0.0, -1.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
void main() { gl_Position = vertex;
gl_Position *= proj; }
[fragment shader]
uniform vec2 c;
uniform vec4 r;
uniform mat4x2 expected;
void main() {
mat4x2 result = outerProduct(c, r);
gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
[test]
clear color 0.5 0.5 0.5 0.0
clear
uniform vec2 c 2 3
uniform vec4 r 4 5 6 7
uniform mat4x2 expected 8 12 10 15 12 18 14 21
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
uniform vec2 c 3 4
uniform vec4 r 5 6 7 8
uniform mat4x2 expected 15 20 18 24 21 28 24 32
draw rect 30 10 10 10
probe rgb 35 15 0.0 1.0 0.0
uniform vec2 c 4 5
uniform vec4 r 6 7 8 9
uniform mat4x2 expected 24 30 28 35 32 40 36 45
draw rect 50 10 10 10
probe rgb 55 15 0.0 1.0 0.0
uniform vec2 c 5 6
uniform vec4 r 7 8 9 10
uniform mat4x2 expected 35 42 40 48 45 54 50 60
draw rect 70 10 10 10
probe rgb 75 15 0.0 1.0 0.0
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