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[require]
GLSL >= 1.20
# glUniformMatrix3x2fv only exists in OpenGL 2.1 or later.
GL >= 2.1
[vertex shader]
#version 120
uniform vec2 c;
uniform vec3 r;
uniform mat3x2 expected;
varying vec4 color;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
mat3x2 result = outerProduct(c, r);
color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
[fragment shader]
#version 120
varying vec4 color;
void main() { gl_FragColor = color; }
[test]
clear color 0.5 0.5 0.5 0.0
clear
ortho
uniform vec2 c 2 3
uniform vec3 r 4 5 6
uniform mat3x2 expected 8 12 10 15 12 18
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
uniform vec2 c 3 4
uniform vec3 r 5 6 7
uniform mat3x2 expected 15 20 18 24 21 28
draw rect 30 10 10 10
probe rgb 35 15 0.0 1.0 0.0
uniform vec2 c 4 5
uniform vec3 r 6 7 8
uniform mat3x2 expected 24 30 28 35 32 40
draw rect 50 10 10 10
probe rgb 55 15 0.0 1.0 0.0
uniform vec2 c 5 6
uniform vec3 r 7 8 9
uniform mat3x2 expected 35 42 40 48 45 54
draw rect 70 10 10 10
probe rgb 75 15 0.0 1.0 0.0
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