| <!-- |
| 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="fragmentShader" type="text/something-not-javascript"> |
| // fragment shader with for loop should succeed |
| |
| // TODO(gman): trim to min size to test bug. |
| precision mediump float; |
| uniform float time; |
| uniform vec2 resolution; |
| |
| // Saw-tooth function that is synced with the demo music (128bpm) |
| float gBeat; |
| |
| // Calculate the surface color |
| vec3 surfColor(vec2 p) |
| { |
| vec2 q=vec2(sin(.08*p.x),4.*p.y); |
| vec3 c=vec3(0); |
| for(float i=0.;i<15.;i++) |
| c+=(1.+sin(i*sin(time)+vec3(0.,1.3,2.2)))*.2/length(q-vec2(sin(i),12.*sin(.3*time+i))); |
| return c+vec3(mix(mod(floor(p.x*.2)+floor(p.y*2.2),2.),.2,gBeat)); |
| } |
| |
| // Ray trace (cylinder) |
| vec3 trace(vec3 o,vec3 d) |
| { |
| d.y*=.65+.1*sin(.5*time); |
| float D=1./(d.y*d.y+d.z*d.z), |
| a=(o.y*d.y+o.z*d.z)*D, |
| b=(o.y*o.y+o.z*o.z-36.)*D, |
| t=-a-sqrt(a*a-b); |
| o+=t*d; |
| return surfColor(vec2(o.x,atan(o.y,o.z)))*(1.+.01*t); |
| } |
| |
| void main() |
| { |
| gBeat=fract(time*3.2/3.); |
| // Screen setup |
| vec2 p=(2.*gl_FragCoord.xy-resolution)/resolution.y, |
| q=2.*gl_FragCoord.xy/resolution-1.; |
| |
| // Camera setup |
| vec3 cp=vec3(-time*20.+1.,1.6*sin(time*1.2),2.+2.*cos(time*.3)), |
| ct=cp+vec3(1.,.3*cos(time),-.2), |
| cd=normalize(ct-cp), |
| cr=normalize(cross(cd,vec3(.5*cos(.3*time),0.,1.))), |
| cu=cross(cr,cd), |
| rd=normalize(2.*cd+cr*p.x+cu*p.y); |
| |
| // Trace! (+some funky lens/raster effects) |
| vec3 c=trace(cp,rd)* |
| min(1.,1.8-dot(q,q))* |
| (.9+.1*sin(3.*sin(gBeat)*gl_FragCoord.y)); |
| |
| gl_FragColor=vec4(c,1); |
| } |
| </script> |
| <script> |
| "use strict"; |
| GLSLConformanceTester.runTest(); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |