| precision mediump float; |
| uniform mat2 m1; |
| uniform mat3 m2; |
| uniform mat4 m3; |
| |
| void main() |
| { |
| // Testing individual entries to check correct order. |
| if (m1[0][0] == 1. && m1[0][1] == 1. |
| && m1[1][0] == 0. && m1[1][1] == 0. |
| && |
| m2[0][0] == 1. && m2[0][1] == 0. && m2[0][2] == 1. |
| && m2[1][0] == 0. && m2[1][1] == 1. && m2[1][2] == 1. |
| && m2[2][0] == 0. && m2[2][1] == 1. && m2[2][2] == 0. |
| && |
| m3[0][0] == 1. && m3[0][1] == 1. && m3[0][2] == 0. && m3[0][3] == 0. |
| && m3[1][0] == 0. && m3[1][1] == 1. && m3[1][2] == 1. && m3[1][3] == 0. |
| && m3[2][0] == 1. && m3[2][1] == 0. && m3[2][2] == 0. && m3[2][3] == 1. |
| && m3[3][0] == 1. && m3[3][1] == 1. && m3[3][2] == 1. && m3[3][3] == 1.) |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); |
| else |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |