1 2out vec4 sk_FragColor; 3uniform vec4 colorGreen; 4uniform vec4 colorRed; 5const int minus = 2; 6const int star = 3; 7const int slash = 4; 8bool test_bifffff22(int op, float m11, float m12, float m21, float m22, mat2 expected) { 9 float one = colorRed.x; 10 mat2 m2 = mat2(m11 * one, m12 * one, m21 * one, m22 * one); 11 switch (op) { 12 case 1: 13 m2 += 1.0; 14 break; 15 case 2: 16 m2 -= 1.0; 17 break; 18 case 3: 19 m2 *= 2.0; 20 break; 21 case 4: 22 m2 /= 2.0; 23 break; 24 } 25 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; 26} 27vec4 main() { 28 float f1 = colorGreen.y; 29 float f2 = 2.0 * colorGreen.y; 30 float f3 = 3.0 * colorGreen.y; 31 float f4 = 4.0 * colorGreen.y; 32 mat2 _0_expected = mat2(f1 + 1.0, f2 + 1.0, f3 + 1.0, f4 + 1.0); 33 float _1_one = colorRed.x; 34 mat2 _2_m2 = mat2(f1 * _1_one, f2 * _1_one, f3 * _1_one, f4 * _1_one); 35 { 36 _2_m2 += 1.0; 37 } 38 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; 39} 40