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[require]
GLSL >= 1.00 es
GL >= 2.0 es
# glUniformMatrix4x3fv 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]
const vec3 c = vec3(2, 3, 4);
const vec4 r = vec4(5, 6, 7, 8);
uniform mat4x3 expected = mat4x3(10, 15, 20, 12, 18, 24, 14, 21, 28, 16, 24, 32);
void main() {
mat4x3 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
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
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