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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Disabled Vertex Attrib Test</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="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
gl_Position = a_position;
v_color = a_color;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
bool isCorrectColor(vec4 v) {
return v.x == 0.0 && v.y == 0.0 && v.z == 0.0 && v.w == 1.0;
}
void main() {
gl_FragColor = isCorrectColor(v_color) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
description();
var gl = wtu.create3DContext("example");
var numVertexAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
for (var ii = 0; ii < numVertexAttribs; ++ii) {
var colorLocation = (ii + 1) % numVertexAttribs;
var positionLocation = colorLocation ? 0 : 1;
if (positionLocation != 0) {
// We need to create a new 3d context for testing attrib 0
// since we've already effected attrib 0 on other tests.
gl = wtu.create3DContext();
}
debug("testing attrib: " + colorLocation);
var program = wtu.setupProgram(
gl,
['vshader', 'fshader'],
['a_position', 'a_color'],
[positionLocation, colorLocation]);
var gridRes = 1;
wtu.setupIndexedQuad(gl, gridRes, positionLocation);
wtu.clearAndDrawIndexedQuad(gl, gridRes);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}
glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>