47 lines
1.2 KiB
GLSL
47 lines
1.2 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorWhite;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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uniform mat2 testMatrix2x2;
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uniform mat3 testMatrix3x3;
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uniform mat4 testMatrix4x4;
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bool test_iscalar_b() {
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int x = int(colorWhite.x);
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x = -x;
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return x == -1;
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}
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bool test_fvec_b() {
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vec2 x = colorWhite.xy;
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x = -x;
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return x == vec2(-1.0);
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}
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bool test_ivec_b() {
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ivec2 x = ivec2(int(colorWhite.x));
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x = -x;
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return x == ivec2(-1);
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}
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bool test_mat2_b() {
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const mat2 negated = mat2(-1.0, -2.0, -3.0, -4.0);
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mat2 x = testMatrix2x2;
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x = -x;
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return x == negated;
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}
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bool test_mat3_b() {
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const mat3 negated = mat3(-1.0, -2.0, -3.0, -4.0, -5.0, -6.0, -7.0, -8.0, -9.0);
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mat3 x = testMatrix3x3;
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x = -x;
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return x == negated;
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}
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bool test_mat4_b() {
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const mat4 negated = mat4(-1.0, -2.0, -3.0, -4.0, -5.0, -6.0, -7.0, -8.0, -9.0, -10.0, -11.0, -12.0, -13.0, -14.0, -15.0, -16.0);
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mat4 x = testMatrix4x4;
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x = -x;
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return x == negated;
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}
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vec4 main() {
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float _0_x = colorWhite.x;
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_0_x = -_0_x;
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return (((((_0_x == -1.0 && test_iscalar_b()) && test_fvec_b()) && test_ivec_b()) && test_mat2_b()) && test_mat3_b()) && test_mat4_b() ? colorGreen : colorRed;
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}
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