1*c8dee2aaSAndroid Build Coastguard Workeruniform half4 colorGreen, colorRed; 2*c8dee2aaSAndroid Build Coastguard Worker 3*c8dee2aaSAndroid Build Coastguard Workerhalf4 main(float2 xy) { 4*c8dee2aaSAndroid Build Coastguard Worker const float2x2 matrix2x2 = float2x2(1, 2, 3, 4); 5*c8dee2aaSAndroid Build Coastguard Worker float2x2 inv2x2 = float2x2(-2, 1, 1.5, -0.5); 6*c8dee2aaSAndroid Build Coastguard Worker float3x3 inv3x3 = float3x3(-24, 18, 5, 20, -15, -4, -5, 4, 1); 7*c8dee2aaSAndroid Build Coastguard Worker float4x4 inv4x4 = float4x4(-2, -0.5, 1, 0.5, 1, 0.5, 0, -0.5, -8, -1, 2, 2, 3, 0.5, -1, -0.5); 8*c8dee2aaSAndroid Build Coastguard Worker float Zero = colorGreen.b; 9*c8dee2aaSAndroid Build Coastguard Worker 10*c8dee2aaSAndroid Build Coastguard Worker // This test would require some slack to pass on real GPUs, since `inverse` on GPU hardware 11*c8dee2aaSAndroid Build Coastguard Worker // introduces a bit of floating-point error. 12*c8dee2aaSAndroid Build Coastguard Worker return (inverse(matrix2x2) == inv2x2 && 13*c8dee2aaSAndroid Build Coastguard Worker inverse(float3x3(1, 2, 3, 0, 1, 4, 5, 6, 0)) == inv3x3 && 14*c8dee2aaSAndroid Build Coastguard Worker inverse(float4x4(1, 0, 0, 1, 0, 2, 1, 2, 2, 1, 0, 1, 2, 0, 1, 4)) == inv4x4 && 15*c8dee2aaSAndroid Build Coastguard Worker inverse(float3x3(1, 2, 3, 4, 5, 6, 7, 8, 9)) != inv3x3 && 16*c8dee2aaSAndroid Build Coastguard Worker inverse(matrix2x2 + Zero) == inv2x2 && 17*c8dee2aaSAndroid Build Coastguard Worker inverse(float3x3(1, 2, 3, 0, 1, 4, 5, 6, 0) + Zero) == inv3x3 && 18*c8dee2aaSAndroid Build Coastguard Worker inverse(float4x4(1, 0, 0, 1, 0, 2, 1, 2, 2, 1, 0, 1, 2, 0, 1, 4) + Zero) == inv4x4) 19*c8dee2aaSAndroid Build Coastguard Worker ? colorGreen : colorRed; 20*c8dee2aaSAndroid Build Coastguard Worker} 21