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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL 3.00 forward declaration test</title>
<link rel="stylesheet" href="../../resources/js-test-style.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="vertexShaderForwardDecl" type="x-shader/x-vertex">#version 300 es
precision mediump float;
// Forward declaration. Breaks on Pixel C due to flattening of
// precision qualifiers. It seems the GLSL compiler can't handle the
// precision qualifier on the return value.
float identity(float val);
float identity(float val) {
return val;
}
void main(void) {
gl_Position = vec4(identity(1.0), 0.0, 0.0, 1.0);
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">#version 300 es
void main(void) {
gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
void main(void) {
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script id="fragmentShaderForwardDecl" type="x-shader/x-fragment">#version 300 es
precision mediump float;
// Forward declaration. Breaks on Pixel C due to flattening of
// precision qualifiers. It seems the GLSL compiler can't handle the
// precision qualifier on the return value.
float identity(float val);
float identity(float val) {
return val;
}
out vec4 my_FragColor;
void main(void) {
my_FragColor = vec4(0.0, identity(1.0), 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Forward declarations of functions should succeed.");
GLSLConformanceTester.runTests([
{
vShaderId: "vertexShaderForwardDecl",
vShaderSuccess: true,
fShaderId: "fragmentShader",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "vertex shader with forward declaration must pass",
},
{
vShaderId: "vertexShader",
vShaderSuccess: true,
fShaderId: "fragmentShaderForwardDecl",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "fragment shader with forward declaration must pass",
},
], 2);
</script>
</body>
</html>