uniform half4 colorGreen, colorRed; bool test_float() { float3 v1 = float3x3(1) * float3(2); float3 v2 = float3(2) * float3x3(1); float2x2 m1 = float2x2(float4(1, 2, 3, 4)); float2x2 m2 = float2x2(float4(0)); float2x2 m3 = float2x2(m1); float2x2 m4 = float2x2(1); m3 *= m4; float2x2 m5 = float2x2(m1[0][0]); float2x2 m6 = float2x2(1, 2, 3, 4); m6 += m5; float2x2 m7 = float2x2(5, float3(6, 7, 8)); float3x3 m9 = float3x3(1); float4x4 m10 = float4x4(1); float4x4 m11 = float4x4(2); m11 -= m10; return true; } bool test_half() { half3 v1 = half3x3(1) * half3(2); half3 v2 = half3(2) * half3x3(1); half2x2 m1 = half2x2(half4(1, 2, 3, 4)); half2x2 m2 = half2x2(half4(0)); half2x2 m3 = half2x2(m1); half2x2 m4 = half2x2(1); m3 *= m4; half2x2 m5 = half2x2(m1[0][0]); half2x2 m6 = half2x2(1, 2, 3, 4); m6 += m5; half2x2 m7 = half2x2(5, half3(6, 7, 8)); half3x3 m9 = half3x3(1); half4x4 m10 = half4x4(1); half4x4 m11 = half4x4(2); m11 -= m10; return true; } half4 main(float2 coords) { return test_float() && test_half() ? colorGreen : colorRed; }