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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL the minimum number of attributes are supported.</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"> </script>
<script src="../resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 v0;
attribute vec4 v1;
attribute vec4 v2;
attribute vec4 v3;
attribute vec4 v4;
attribute vec4 v5;
attribute vec4 v6;
varying vec4 color;
void main()
{
gl_Position = vPosition;
color = v0 + v1 + v2 + v3 + v4 + v5 + v6;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
</script>
<script>
"use strict";
description(document.title);
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var program = wtu.setupTexturedQuad(gl);
var program = wtu.setupProgram(
gl,
['vshader', 'fshader'],
['vPosition', 'v0', 'v1', 'v2', 'v3', 'v4', 'v5', 'v6'],
[0, 1, 2, 3, 4, 5, 6, 7]);
for (var ii = 0; ii < 7; ++ii) {
var v = (ii + 1) / 28;
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
v, v/2, v/4, v/8,
v, v/2, v/4, v/8,
v, v/2, v/4, v/8,
v, v/2, v/4, v/8,
v, v/2, v/4, v/8,
v, v/2, v/4, v/8]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(ii + 1);
gl.vertexAttribPointer(ii + 1, 4, gl.FLOAT, false, 0, 0);
}
wtu.clearAndDrawUnitQuad(gl);
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
wtu.checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, [255, 127, 64, 32], "Should render 255,127,64,32 (+/-1)", 1);
var successfullyParsed = true;
</script>
</body>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>