1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
|
[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
|