| <!-- |
| 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>GLSL texture offset with uniform texture coordinates 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="fshaderTextureOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec2 u_texCoord; |
| |
| void main() { |
| my_FragColor = textureOffset(u_sampler, u_texCoord, ivec2(0, 1)); |
| } |
| </script> |
| <script id="fshaderTextureProjOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec4 u_texCoord; |
| |
| void main() { |
| my_FragColor = textureProjOffset(u_sampler, u_texCoord, ivec2(0, 1)); |
| } |
| </script> |
| <script id="fshaderTextureLodOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec2 u_texCoord; |
| uniform float u_lod; |
| |
| void main() { |
| my_FragColor = textureLodOffset(u_sampler, u_texCoord, u_lod, ivec2(0, 1)); |
| } |
| </script> |
| <script id="fshaderTextureProjLodOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec4 u_texCoord; |
| uniform float u_lod; |
| |
| void main() { |
| my_FragColor = textureProjLodOffset(u_sampler, u_texCoord, u_lod, ivec2(0, 1)); |
| } |
| </script> |
| <script id="fshaderTextureGradOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec2 u_texCoord; |
| uniform vec2 u_dPdx; |
| uniform vec2 u_dPdy; |
| |
| void main() { |
| my_FragColor = textureGradOffset(u_sampler, u_texCoord, u_dPdx, u_dPdy, ivec2(0, 1)); |
| } |
| </script> |
| <script id="fshaderTextureProjGradOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec4 u_texCoord; |
| uniform vec2 u_dPdx; |
| uniform vec2 u_dPdy; |
| |
| void main() { |
| my_FragColor = textureProjGradOffset(u_sampler, u_texCoord, u_dPdx, u_dPdy, ivec2(0, 1)); |
| } |
| </script> |
| <script id="fshaderTexelFetchOffset" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform sampler2D u_sampler; |
| uniform vec2 u_texCoord; |
| uniform vec2 u_lod; |
| |
| void main() { |
| my_FragColor = texelFetchOffset(u_sampler, ivec2(u_texCoord), int(u_lod), ivec2(0, 1)); |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description("Texture coordinates expressed as uniform variable should not crash in texture offset functions."); |
| |
| var wtu = WebGLTestUtils; |
| |
| var shaderTextureOffsetSrc = wtu.getScript('fshaderTextureOffset'); |
| var shaderTextureLodOffsetSrc = wtu.getScript('fshaderTextureLodOffset'); |
| var shaderTextureGradOffsetSrc = wtu.getScript('fshaderTextureGradOffset'); |
| var shaderTextureProjOffsetSrc = wtu.getScript('fshaderTextureProjOffset'); |
| var shaderTextureProjLodOffsetSrc = wtu.getScript('fshaderTextureProjLodOffset'); |
| var shaderTextureProjGradOffsetSrc = wtu.getScript('fshaderTextureProjGradOffset'); |
| var shaderTexelFetchOffsetSrc = wtu.getScript('fshaderTexelFetchOffset'); |
| |
| var gl = wtu.create3DContext(undefined, undefined, 2); |
| |
| if (!gl) { |
| testFailed("Unable to initialize WebGL 2.0 context."); |
| } else { |
| GLSLConformanceTester.runTests([ |
| { |
| fShaderSource: shaderTextureOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'textureOffset with uniform texture coordinates should not crash' |
| }, |
| { |
| fShaderSource: shaderTextureLodOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'textureLodOffset with uniform texture coordinates should not crash' |
| }, |
| { |
| fShaderSource: shaderTextureGradOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'textureGradOffset with uniform texture coordinates should not crash' |
| }, |
| { |
| fShaderSource: shaderTextureProjOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'textureProjOffset with uniform texture coordinates should not crash' |
| }, |
| { |
| fShaderSource: shaderTextureProjLodOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'textureProjLodOffset with uniform texture coordinates should not crash' |
| }, |
| { |
| fShaderSource: shaderTextureProjGradOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'textureProjGradOffset with uniform texture coordinates should not crash' |
| }, |
| { |
| fShaderSource: shaderTexelFetchOffsetSrc, |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'texelFetchOffset with uniform texture coordinates should not crash' |
| } |
| ], 2); |
| } |
| </script> |
| </body> |
| </html> |