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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL GLSL Conformance Tests</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="example" width="50" height="50">xxx</canvas>
<div id="description">Check mat2(index++, vec4(index++)) works as intended</div>
<div id="console"></div>

<script id="vsDefault" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="fsPlusPlus" type="text/something-not-javascript">
precision mediump float;
bool equal(mat2 m1, mat2 m2)
{
    float EPSILON = 0.00001;
    for (int i = 0; i < 2; i++) {
        for (int j = 0; j < 2; j++) {
            if (abs(m1[i][j] - m2[i][j]) > EPSILON)
                return false;
        }
    }
    return true;
}
void main()
{
    int i = 0;
    mat2 m = mat2(i++, vec4(i++));
    if (equal(m, mat2(0, 1, 1, 1)))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>

<script>
"use strict";
var wtu = WebGLTestUtils;

var gl = wtu.create3DContext("example");
var program = wtu.setupProgram(gl, ["vsDefault", "fsPlusPlus"], ["vPosition"]);

var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);

wtu.checkCanvasRect(gl, 25, 25, 1, 1, [0, 255, 0, 255]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "There should be no error", 1);

var successfullyParsed = true;
</script>
<script src="../../../resources/js-test-post.js"></script>
</body>
</html>
