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[require]
GLSL >= 1.00 es
GL >= 2.0 es
# glUniformMatrix3x4fv 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);
/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
*
* "If an exact match is found, the other signatures are ignored, and the
* exact match is used. Otherwise, if no exact match is found, then the
* implicit conversions in Section 4.1.10 "Implicit Conversions" will be
* applied to the calling arguments if this can make their types match a
* signature."
*
* From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
*
* "In some situations, an expression and its type will be implicitly
* converted to a different type. The following table shows all allowed
* implicit conversions:
*
* Type of expression Can be implicitly converted to
* int float
* ivec2 vec2
* ivec3 vec3
* ivec4 vec4"
*/
const ivec4 c = ivec4(2, 3, 4, 5);
const ivec3 r = ivec3(6, 7, 8);
uniform mat3x4 expected = mat3x4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40);
varying vec4 color;
void main() {
gl_Position = vertex;
gl_Position *= proj;
mat3x4 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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