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<title>Negative tests for the use of the invariant qualifier and pragma</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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<script id="vertexShaderInvariant" type="text/something-not-javascript">#version 300 es
precision mediump float;
invariant out vec4 v_varying;
void main()
{
v_varying = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position = v_varying;
}
</script>
<script id="fragmentShaderVariant" type="text/something-not-javascript">#version 300 es
precision mediump float;
in vec4 v_varying;
out vec4 my_color;
void main()
{
my_color = v_varying;
}
</script>
<script id="fragmentShaderInputInvariant" type="text/something-not-javascript">#version 300 es
precision mediump float;
invariant in vec4 v_varying;
out vec4 my_color;
void main()
{
my_color = v_varying;
}
</script>
<script id="fragmentShaderGlobalInvariant" type="text/something-not-javascript">#version 300 es
#pragma STDGL invariant(all)
precision mediump float;
in vec4 v_varying;
out vec4 my_color;
void main()
{
my_color = v_varying;
}
</script>
<script type="application/javascript">
"use strict";
description();
GLSLConformanceTester.runTests([
{
vShaderId: "vertexShaderInvariant",
vShaderSuccess: true,
fShaderId: "fragmentShaderGlobalInvariant",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "fragment shader with global invariant pragma must fail",
},
{
vShaderId: "vertexShaderInvariant",
vShaderSuccess: true,
fShaderId: "fragmentShaderInputInvariant",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "fragment shader with an input variable which is invariant must fail",
},
], 2);
</script>
</body>
</html>