[require] GLSL >= 1.00 es GL >= 2.0 es # glUniformMatrix2x4fv 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); uniform vec4 c; uniform vec2 r; uniform mat2x4 expected; varying vec4 color; void main() { gl_Position = vertex; gl_Position *= proj; mat2x4 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 uniform vec4 c 2 3 4 5 uniform vec2 r 6 7 uniform mat2x4 expected 12 18 24 30 14 21 28 35 draw rect 10 10 10 10 probe rgb 15 15 0.0 1.0 0.0 uniform vec4 c 3 4 5 6 uniform vec2 r 7 8 uniform mat2x4 expected 21 28 35 42 24 32 40 48 draw rect 30 10 10 10 probe rgb 35 15 0.0 1.0 0.0 uniform vec4 c 4 5 6 7 uniform vec2 r 8 9 uniform mat2x4 expected 32 40 48 56 36 45 54 63 draw rect 50 10 10 10 probe rgb 55 15 0.0 1.0 0.0 uniform vec4 c 5 6 7 8 uniform vec2 r 9 10 uniform mat2x4 expected 45 54 63 72 50 60 70 80 draw rect 70 10 10 10 probe rgb 75 15 0.0 1.0 0.0