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<!--
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.
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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="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
<script src="../../../js/glsl-conformance-test.js"></script>
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<body>
<div id="description"></div>
<div id="console"></div>
<script id="fragmentShader" type="text/something-not-javascript">
// A matrix constructor with two writes and reads to the same variable inside it in different parameters must succeed "mat2(index++, vec4(index++))"
// ESSL 1.00 spec section 5.4 Constructors: "Arguments are evaluated from left to right."
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";
GLSLConformanceTester.runRenderTest();
var successfullyParsed = true;
</script>
</body>
</html>