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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>gl_FragCoord multisampling bug</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>
</head>
<body>
<div id="canvasHolder"></div>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main() {
gl_Position = vec4(a_position.xy, 1.0, 1.0);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
void main() {
float depth = gl_FragCoord.z / gl_FragCoord.w;
gl_FragColor = vec4( 0.0, depth, 0.0, 1.0 );
}
</script>
<script type="application/javascript">
"use strict";
description("gl_FragCoord multisampling bug");
debug("Verifies gl_FragCoord z/w values are unaffected by multisampling.");
debug('Regression test for <a href="https://github.com/mrdoob/three.js/issues/7769">Three.js Issue 7769</a>');
var wtu = WebGLTestUtils;
for (var ii = 0; ii < 2; ++ii) {
debug("Testing " + (ii > 0 ? "with" : "without") + " multisampling");
var canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
canvas.style.padding = "2px";
document.getElementById('canvasHolder').appendChild(canvas);
var options;
if (ii > 0) {
options = { antialias: true };
}
var gl = wtu.create3DContext(canvas, options);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
var attribBuffers = wtu.setupUnitQuad(gl, 0, 1);
var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_position'], [0], true);
if (!program) {
testFailed("Shader compilation/link failed");
} else {
// Draw
wtu.drawUnitQuad(gl);
// Verify output
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 3);
}
}
finishTest();
</script>