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[require]
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
void main()
{
const vec3 u = vec3(2.0, 3.0, 4.0);
const vec2 v = vec2(5.0, 6.0);
/* should be:
* 10 12
* 15 18
* 20 24
*/
const mat2x3 m = outerProduct(u, v);
if (m[0] == vec3(10.0, 15.0, 20.0) && m[1] == vec3(12.0, 18.0, 24.0))
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0 1 0
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