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[require]
GLSL >= 1.00 es
GL >= 2.0 es
[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);
const vec3 c = vec3(2, 3, 4);
const vec3 r = vec3(5, 6, 7);
uniform mat3 expected = mat3(10, 15, 20, 12, 18, 24, 14, 21, 28);
varying vec4 color;
void main() {
gl_Position = vertex;
gl_Position *= proj;
mat3 result = outerProduct(c, r);
color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
[fragment shader]
varying vec4 color;
void main() { gl_FragColor = color; }
[test]
clear color 0.5 0.5 0.5 0.0
clear
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
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