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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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>
<script id="vshader" type="x-shader/x-vertex">
// float literal overflow should not affect next literal parsing.
precision mediump float;
varying vec4 v_color;
attribute vec4 a_position;
void main() {
highp float floatOverflow = 1E100;
int i = 10;
if (i == 10)
v_color = vec4(0.0, 1.0, 0.0, 1.0);
else
v_color = vec4(1.0, 0.0, 0.0, 1.0);
gl_Position = a_position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
</script>
<script>
"use strict";
description();
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
wtu.setupUnitQuad(gl);
var program = wtu.setupProgram(gl, ["vshader", "fshader"]);
if (!program)
testFailed("Fail to setup program");
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>