1uniform half4 colorGreen, colorRed; 2uniform half2x2 testMatrix2x2; 3uniform half3x3 testMatrix3x3; 4 5bool test_equality() { 6 bool ok = true; 7 ok = ok && testMatrix2x2 == half2x2(1,2,3,4); 8 ok = ok && testMatrix3x3 == half3x3(1,2,3,4,5,6,7,8,9); 9 ok = ok && testMatrix2x2 != half2x2(100); 10 ok = ok && testMatrix3x3 != half3x3(9,8,7,6,5,4,3,2,1); 11 12 // Similar tests (focused on constant-folding) can also be found in folding/MatrixFoldingES2. 13 float zero = colorGreen.r; 14 float one = colorGreen.g; 15 float two = 2 * one; 16 float nine = 9 * one; 17 18 ok = ok && (float2x2(float2(one, zero), float2(zero, one)) == 19 float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); 20 ok = ok && !(float2x2(float2(one, zero), float2(one, one)) == 21 float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); 22 23 ok = ok && ( float2x2(one) == float2x2(1)); 24 ok = ok && !( float2x2(one) == float2x2(0)); 25 ok = ok && ( float2x2(-one) == -float2x2(1)); 26 ok = ok && ( float2x2(zero) == -float2x2(0)); 27 ok = ok && (-float2x2(-one) == float2x2(1)); 28 ok = ok && (-float2x2(zero) == -float2x2(-0)); 29 30 ok = ok && (float2x2(one) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); 31 ok = ok && !(float2x2(two) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0))); 32 33 ok = ok && !(float2x2(one) != float2x2(1)); 34 ok = ok && (float2x2(one) != float2x2(0)); 35 ok = ok && (float3x3(float3(one,zero,zero), float3(zero,one,zero), float3(zero,zero,one)) == 36 float3x3(float2x2(1.0))); 37 ok = ok && (float3x3(float3(nine,zero,zero), float3(zero,nine,zero), float3(zero,zero,one)) == 38 float3x3(float2x2(9.0))); 39 ok = ok && (float3x3(one) == float3x3(float2x2(1.0))); 40 ok = ok && (float3x3(float3(nine).x00, float3(nine).0x0, float3(one).00x) == 41 float3x3(float2x2(9.0))); 42 ok = ok && (float2x2(float3x3(one)) == float2x2(1.0)); 43 ok = ok && (float2x2(float3x3(one)) == float2x2(1.0)); 44 ok = ok && (float2x2(float4(one, zero, zero, one)) == float2x2(1.0)); 45 ok = ok && (float2x2(one, zero, float2(zero, one)) == float2x2(1.0)); 46 ok = ok && (float2x2(float2(one, zero), zero, one) == float2x2(1.0)); 47 48 ok = ok && (float4(testMatrix2x2) * float4(one)) == float4(1, 2, 3, 4); 49 ok = ok && (float4(testMatrix2x2) * float4(one)) == float4(testMatrix2x2); 50 ok = ok && (float4(testMatrix2x2) * float4(zero)) == float4(0); 51 52 // TODO: enable this section when RP index expressions are more flexible 53// ok = ok && (float2x2(nine)[0] == float2(9.0, 0.0)); 54// ok = ok && (float2x2(nine)[1] == float2(0.0, 9.0)); 55 56// ok = ok && (float2x2(nine)[0][0] == 9.0); 57// ok = ok && (float2x2(nine)[0][1] == 0.0); 58// ok = ok && (float2x2(nine)[1][0] == 0.0); 59// ok = ok && (float2x2(nine)[1][1] == 9.0); 60 61 float3x3 m = float3x3(one, two, 3, 4, 5, 6, 7, 8, nine); 62 ok = ok && (m[0] == float3(1, 2, 3)); 63 ok = ok && (m[1] == float3(4, 5, 6)); 64 ok = ok && (m[2] == float3(7, 8, 9)); 65 66 ok = ok && (m[0][0] == 1); 67 ok = ok && (m[0][1] == 2); 68 ok = ok && (m[0][2] == 3); 69 ok = ok && (m[1][0] == 4); 70 ok = ok && (m[1][1] == 5); 71 ok = ok && (m[1][2] == 6); 72 ok = ok && (m[2][0] == 7); 73 ok = ok && (m[2][1] == 8); 74 ok = ok && (m[2][2] == 9); 75 76 // TODO: enable this section when RP index expressions are more flexible 77// ok = ok && (float3x3(one, two, 3, 4, 5, 6, 7, 8, nine)[0] == float3(1, 2, 3)); 78// ok = ok && (float3x3(one, two, 3, 4, 5, 6, 7, 8, nine)[1] == float3(4, 5, 6)); 79// ok = ok && (float3x3(one, two, 3, 4, 5, 6, 7, 8, nine)[2] == float3(7, 8, 9)); 80// 81// ok = ok && float4x4(half3x3(testMatrix2x2))[0] == float4(one, two, zero, zero); 82// ok = ok && float4x4(half3x3(testMatrix2x2))[1] == float4( 3, 4, zero, zero); 83// ok = ok && float4x4(half3x3(testMatrix2x2))[2] == float4(zero, zero, one, zero); 84// ok = ok && float4x4(half3x3(testMatrix2x2))[3] == float4(zero, zero, zero, one); 85 86 return ok; 87} 88 89half4 main(float2 coords) { 90 return test_equality() ? colorGreen : colorRed; 91} 92