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[require]
GLSL >= 1.20
[vertex shader]
#version 120
void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
[fragment shader]
#version 120
uniform vec2 c;
uniform vec2 r;
uniform mat2x2 expected;
void main() {
mat2x2 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
ortho
uniform vec2 c 2 3
uniform vec2 r 4 5
uniform mat2x2 expected 8 12 10 15
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
uniform vec2 c 3 4
uniform vec2 r 5 6
uniform mat2x2 expected 15 20 18 24
draw rect 30 10 10 10
probe rgb 35 15 0.0 1.0 0.0
uniform vec2 c 4 5
uniform vec2 r 6 7
uniform mat2x2 expected 24 30 28 35
draw rect 50 10 10 10
probe rgb 55 15 0.0 1.0 0.0
uniform vec2 c 5 6
uniform vec2 r 7 8
uniform mat2x2 expected 35 42 40 48
draw rect 70 10 10 10
probe rgb 75 15 0.0 1.0 0.0
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