40 lines
1.5 KiB
GLSL
40 lines
1.5 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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const int minus = 2;
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const int star = 3;
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const int slash = 4;
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bool test_bifffff22(int op, float m11, float m12, float m21, float m22, mat2 expected) {
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float one = colorRed.x;
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mat2 m2 = mat2(m11 * one, m12 * one, m21 * one, m22 * one);
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switch (op) {
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case 1:
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m2 += 1.0;
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break;
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case 2:
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m2 -= 1.0;
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break;
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case 3:
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m2 *= 2.0;
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break;
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case 4:
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m2 /= 2.0;
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break;
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}
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return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y;
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}
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vec4 main() {
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float f1 = colorGreen.y;
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float f2 = 2.0 * colorGreen.y;
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float f3 = 3.0 * colorGreen.y;
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float f4 = 4.0 * colorGreen.y;
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mat2 _0_expected = mat2(f1 + 1.0, f2 + 1.0, f3 + 1.0, f4 + 1.0);
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float _1_one = colorRed.x;
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mat2 _2_m2 = mat2(f1 * _1_one, f2 * _1_one, f3 * _1_one, f4 * _1_one);
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{
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_2_m2 += 1.0;
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}
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return (((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(minus, f1, f2, f3, f4, mat2(f1 - 1.0, f2 - 1.0, f3 - 1.0, f4 - 1.0))) && test_bifffff22(star, f1, f2, f3, f4, mat2(f1 * 2.0, f2 * 2.0, f3 * 2.0, f4 * 2.0))) && test_bifffff22(slash, f1, f2, f3, f4, mat2(f1 / 2.0, f2 / 2.0, f3 / 2.0, f4 / 2.0)) ? colorGreen : colorRed;
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}
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