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/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/x-javascript" src="../unit.js"></script>
<script type="application/x-javascript" src="../util.js"></script>
<script type="application/x-javascript">
Tests.startUnit = function () {
var canvas = document.getElementById('gl');
var gl = getGLContext(canvas);
return [gl];
}
Tests.testOk = function(gl) {
var sh = new Filter(gl, 'okvert', 'frag');
assertOk(function(){sh.apply();});
sh.destroy();
var sh = new Filter(gl, 'vert', 'okfrag');
assertOk(function(){sh.apply();});
sh.destroy();
var sh = new Filter(gl, 'vert', 'frag');
assertOk(function(){sh.apply();});
sh.destroy();
}
var arr = ['cr', 'cw', 'vr', 'vw'];
arr.forEach(function(e){
if (e == 'cr' || e == 'cw') {
Tests['test'+e+'vert'] = function(gl) {
var sh = new Filter(gl, e+'vert', 'frag');
assertFail(function(){sh.apply();});
sh.destroy();
}
}
Tests['test'+e+'frag'] = function(gl) {
var sh = new Filter(gl, 'vert', e+'frag');
assertFail(function(){sh.apply();});
sh.destroy();
}
});
</script>
<script id="okvert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Tex;
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
gl_Position = vec4(Vertex, x[2]);
}
</script>
<script id="crvert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Tex;
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
gl_Position = vec4(Vertex, x[4]);
}
</script>
<script id="cwvert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Tex;
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
x[4] = Vertex.z;
gl_Position = vec4(Vertex, x[4]);
}
</script>
<!-- This one can't be required to fail compilation, because vertex shaders must support arbitrary array indexing -->
<script id="vrvert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Tex;
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
int idx = 4 * int(max(1.0, Vertex.x*20.0));
gl_Position = vec4(Vertex, x[idx]);
}
</script>
<!-- This one can't be required to fail compilation, because vertex shaders must support arbitrary array indexing -->
<script id="vwvert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Tex;
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
int idx = 4 * int(max(1.0, Vertex.x*20.0));
x[idx] = Vertex.z;
gl_Position = vec4(Vertex, x[idx]);
}
</script>
<script id="vert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Tex;
gl_Position = vec4(Vertex, 0.0);
}
</script>
<script id="okfrag" type="x-shader/x-fragment">
precision mediump float;
varying vec2 TexCoord;
void main()
{
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[2]);
}
</script>
<script id="crfrag" type="x-shader/x-fragment">
precision mediump float;
varying vec2 TexCoord;
void main()
{
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]);
}
</script>
<script id="cwfrag" type="x-shader/x-fragment">
precision mediump float;
varying vec2 TexCoord;
void main()
{
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
x[4] = 6.0;
gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]);
}
</script>
<!-- This one actually fails because of WebGL's restrictions on indexing expressions in fragment shaders -->
<script id="vrfrag" type="x-shader/x-fragment">
precision mediump float;
varying vec2 TexCoord;
void main()
{
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
int idx = 4 * int(max(1.0, TexCoord.x*20.0));
gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]);
}
</script>
<!-- This one actually fails because of WebGL's restrictions on indexing expressions in fragment shaders -->
<script id="vwfrag" type="x-shader/x-fragment">
precision mediump float;
varying vec2 TexCoord;
void main()
{
float x[3];
x[0] = 1.0;
x[1] = 2.0;
x[2] = 3.0;
int idx = 4 * int(max(1.0, TexCoord.x*20.0));
x[idx] = 6.0;
gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]);
}
</script>
<script id="frag" type="x-shader/x-fragment">
precision mediump float;
varying vec2 TexCoord;
void main()
{
gl_FragColor = vec4(1.0, 0.0, TexCoord.s, 1.0);
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
</body></html>