uniform mat2 testMatrix2x2; uniform mat3 testMatrix3x3; uniform vec4 testInputs; uniform vec4 colorRed; uniform vec4 colorGreen; uniform float unknownInput; bool test_mat3_mat3_b() { mat3 m; mat3 mm; const mat3 z = mat3(0.0); m = testMatrix3x3; m = testMatrix3x3; m = -m; mm = mat3(0.0); mm = mat3(0.0); return m == -testMatrix3x3 && mm == z; } bool test_mat4_mat4_b() { mat4 testMatrix4x4 = mat4(testInputs, testInputs, testInputs, testInputs); mat4 m; mat4 mm; const mat4 z = mat4(0.0); m = testMatrix4x4; m = testMatrix4x4; m = -m; mm = mat4(0.0); mm = mat4(0.0); return m == -testMatrix4x4 && mm == z; } vec4 main() { mat2 _0_m; mat2 _1_mm; const mat2 _3_z = mat2(0.0); _0_m = testMatrix2x2; _0_m = testMatrix2x2; _0_m = -_0_m; _1_mm = mat2(0.0); _1_mm = mat2(0.0); return ((_0_m == -testMatrix2x2 && _1_mm == _3_z) && test_mat3_mat3_b()) && test_mat4_mat4_b() ? colorGreen : colorRed; }