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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
#ifdef GL_ES
precision mediump float;
#endif
/* This epsilon will work as long as the magnitude of the float is < 128.
* This can be seen by taking the spec relative mediump precision of 2^-10:
* 0.125 / 2^-10 = 128
*/
#define ERROR_EPSILON (0.125)
void main (void)
{
float x;
// Declare a 2 by 2 matrix with unique elements.
mat2 a = mat2(1.0, 2.0, // 1.0 4.0
4.0, 8.0); // 2.0 8.0
// Check each element.
bool elms = true;
if(a[0][0] != 1.0) elms = false;
if(a[0][1] != 2.0) elms = false;
if(a[1][0] != 4.0) elms = false;
if(a[1][1] != 8.0) elms = false;
// Add up each row.
bool rows = true;
x = a[0][0] + a[1][0];
if(x < 5.0-ERROR_EPSILON || x > 5.0+ERROR_EPSILON) rows = false;
x = a[0][1] + a[1][1];
if(x < 10.0-ERROR_EPSILON || x > 10.0+ERROR_EPSILON) rows = false;
// Add up each column.
bool cols = true;
x = a[0][0] + a[0][1];
if(x < 3.0-ERROR_EPSILON || x > 3.0+ERROR_EPSILON) cols = false;
x = a[1][0] + a[1][1];
if(x < 12.0-ERROR_EPSILON || x > 12.0+ERROR_EPSILON) cols = false;
// Check if all of the operations were successful.
float gray = elms && rows && cols ? 1.0 : 0.0;
// Assign the fragment color.
gl_FragColor = vec4(gray, gray, gray, 1.0);
}