blob: a2c8f306ae7e163ec602e1a0ed17182c3eb33d32 [file] [log] [blame]
<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!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="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vsVec4Mat2Add" type="text/something-not-javascript">
void main()
{
mat2 m1 = mat2(1.0, 2.0, 3.0, 4.0);
mat2 m2 = mat2(0);
vec4 v = vec4(m1 + m2);
gl_Position = v;
}
</script>
<script id="fsVec4Mat3Add" type="text/something-not-javascript">
precision mediump float;
void main()
{
mat3 m1 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
mat3 m2 = mat3(0);
vec4 v = vec4(m1 + m2);
gl_FragColor = v;
}
</script>
<script id="vsMat2Vec4Sub" type="text/something-not-javascript">
void main()
{
vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0);
vec4 v2 = vec4(0);
mat2 m = mat2(v1 - v2);
gl_Position = vec4(1.0, m);
}
</script>
<script id="fsMat3Vec4AddSub" type="text/something-not-javascript">
precision mediump float;
void main()
{
vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0);
vec4 v2 = vec4(0);
mat3 m = mat3(v1 + v2, 5.0, v1 - v2);
gl_FragColor = vec4(m);
}
</script>
<script id="vsVec4Mat2Func" type="text/something-not-javascript">
mat2 f(mat2 a)
{
return a;
}
void main()
{
mat2 m = mat2(1.0, 2.0, 3.0, 4.0);
vec4 v = vec4(f(m));
gl_Position = vec4(1.0, v);
}
</script>
<script id="fsVec4Mat3Func" type="text/something-not-javascript">
precision mediump float;
mat3 f(mat3 a)
{
return a;
}
void main()
{
mat3 m = mat3(0);
vec4 v = vec4(f(m));
gl_FragColor = v;
}
</script>
<script id="vsMat2Vec4Func" type="text/something-not-javascript">
vec4 f(vec4 a)
{
return a;
}
void main()
{
vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
mat2 m = mat2(f(v));
gl_Position = vec4(1.0, m);
}
</script>
<script id="fsMat3Vec4Func" type="text/something-not-javascript">
precision mediump float;
vec4 f(vec4 a)
{
return a;
}
void main()
{
vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0);
vec4 v2 = vec4(0);
mat3 m = mat3(f(v1), 5.0, f(v2));
gl_FragColor = vec4(m);
}
</script>
<script id="vsMat4VecMultiple" type="text/something-not-javascript">
vec4 f(vec4 a)
{
return a;
}
void main()
{
vec2 v2 = vec2(1.0, 2.0);
vec3 v3 = vec3(1.0, 2.0, 3.0);
vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0);
mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4));
gl_Position = vec4(1.0, m);
}
</script>
<script id="fsMat4VecMultiple" type="text/something-not-javascript">
precision mediump float;
vec4 f(vec4 a)
{
return a;
}
void main()
{
vec2 v2 = vec2(1.0, 2.0);
vec3 v3 = vec3(1.0, 2.0, 3.0);
vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0);
mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4));
gl_FragColor = vec4(m);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
var tests = [];
tests.push({
vShaderSource: wtu.getScript("vsVec4Mat2Add"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fsVec4Mat3Add"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "vec(mat +/- mat) works ok",
});
tests.push({
vShaderSource: wtu.getScript("vsMat2Vec4Sub"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fsMat3Vec4AddSub"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "mat(vec +/- vec) works ok",
});
tests.push({
vShaderSource: wtu.getScript("vsVec4Mat2Func"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fsVec4Mat3Func"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "vec(func(mat)) works ok",
});
tests.push({
vShaderSource: wtu.getScript("vsMat2Vec4Func"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fsMat3Vec4Func"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "mat(func(vec)) works ok",
});
tests.push({
vShaderSource: wtu.getScript("vsMat4VecMultiple"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fsMat4VecMultiple"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "mat4(float, vec2, float, vec3+vec3, float, vec4, f(vec4)) works ok",
});
GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>