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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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="sharedVertexShader" type="text/something-not-javascript">
// shared vertex shader should succeed.
uniform mat4 viewProjection;
uniform vec3 worldPosition;
uniform vec3 nextPosition;
uniform float fishLength;
uniform float fishWaveLength;
uniform float fishBendAmount;
attribute vec4 position;
attribute vec2 texCoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_surfaceToLight;
void main() {
vec3 vz = normalize(worldPosition - nextPosition);
vec3 vx = normalize(cross(vec3(0,1,0), vz));
vec3 vy = cross(vz, vx);
mat4 orientMat = mat4(
vec4(vx, 0),
vec4(vy, 0),
vec4(vz, 0),
vec4(worldPosition, 1));
mat4 world = orientMat;
mat4 worldViewProjection = viewProjection * world;
mat4 worldInverseTranspose = world;
v_texCoord = texCoord;
// NOTE:If you change this you need to change the laser code to match!
float mult = position.z > 0.0 ?
(position.z / fishLength) :
(-position.z / fishLength * 2.0);
float s = sin(mult * fishWaveLength);
float a = sign(s);
float offset = pow(mult, 2.0) * s * fishBendAmount;
v_position = (
worldViewProjection *
(position +
vec4(offset, 0, 0, 0)));
v_surfaceToLight = (world * position).xyz;
gl_Position = v_position;
}
</script>
<script id="fragmentShaderA" type="text/something-not-javascript">
// shared fragment shader should succeed.
precision mediump float;
uniform vec4 lightColor;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_surfaceToLight;
uniform vec4 ambient;
uniform sampler2D diffuse;
uniform vec4 specular;
uniform float shininess;
uniform float specularFactor;
// #fogUniforms
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(diffuse, v_texCoord);
vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 halfVector = normalize(surfaceToLight);
vec4 litR = lit(1.0, 1.0, shininess);
vec4 outColor = vec4(
(lightColor * (diffuseColor * litR.y + diffuseColor * ambient +
specular * litR.z * specularFactor * normalSpec.a)).rgb,
diffuseColor.a);
// #fogCode
gl_FragColor = outColor;
}
</script>
<script id="fragmentShaderB" type="text/something-not-javascript">
// shared fragment shader should succeed.
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_surfaceToLight;
// #fogUniforms
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap
vec4 reflection = vec4(0,0,0,0); // #noReflection
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec4 skyColor = vec4(0.5,0.5,1,1); // #noReflection
vec3 halfVector = normalize(surfaceToLight);
vec4 litR = lit(1.0, 1.0, 10.0);
vec4 outColor = vec4(mix(
skyColor,
vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a),
1.0 - reflection.r).rgb,
1.0);
// #fogCode
gl_FragColor = outColor;
}
</script>
<script>
"use strict";
GLSLConformanceTester.runTests([
{ vShaderSource: document.getElementById("sharedVertexShader").text,
vShaderSuccess: true,
fShaderSource: document.getElementById("fragmentShaderA").text,
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'shared fragment shader should succeed',
},
{ vShaderSource: document.getElementById("sharedVertexShader").text,
vShaderSuccess: true,
fShaderSource: document.getElementById("fragmentShaderB").text,
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'shared fragment shader should succeed',
}
]);
var successfullyParsed = true;
</script>
</body>
</html>