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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL function nodes Test</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 id="vshaderFunction" type="x-shader/x-vertex">
attribute vec4 aPosition;
varying vec4 vColor;
float sign_emu(float value) {
if (value == 0.0) return 0.0;
return value > 0.0 ? 1.0 : -1.0;
}
void main()
{
gl_Position = aPosition;
vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
vec4 color = vec4(
texcoord,
texcoord.x * texcoord.y,
(1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
vColor = vec4(
sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
0,
1);
}
</script>
<script id="vshaderMacro" type="x-shader/x-vertex">
attribute vec4 aPosition;
varying vec4 vColor;
#define sign_emu(value) ((value) == 0.0 ? 0.0 : ((value) > 0.0 ? 1.0 : -1.0))
void main()
{
gl_Position = aPosition;
vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
vec4 color = vec4(
texcoord,
texcoord.x * texcoord.y,
(1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
vColor = vec4(
sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
0,
1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main()
{
gl_FragColor = vColor;
}
</script>
</head>
<body>
<canvas id="canvasFunction" width="50" height="50"></canvas>
<canvas id="canvasMacro" width="50" height="50"></canvas>
<div id="description">This tests against a Mac driver bug related to function calls.</div>
<div id="console"></div>
<script>
"use strict";
var width = 50;
var height = 50;
var wtu = WebGLTestUtils;
function drawAndRead(canvasID, vshaderID, buffer)
{
var gl = wtu.create3DContext(canvasID);
var program = wtu.setupProgram(gl, [vshaderID, "fshader"], ["aPosition"]);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
if (gl.getError() != gl.NO_ERROR)
return false;
return true;
}
function compareRendering(buffer1, buffer2, tol)
{
for (var i = 0; i < width * height * 4; ++i) {
if (Math.abs(buffer1[i] - buffer2[i]) > tol)
return false;
}
return true;
}
function init()
{
description("tests function nodes");
var bufFunction = new Uint8Array(width * height * 4);
var bufMacro = new Uint8Array(width * height * 4);
if (drawAndRead("canvasFunction", "vshaderFunction", bufFunction) == false ||
drawAndRead("canvasMacro", "vshaderMacro", bufMacro) == false) {
testFailed("Setup failed");
} else {
if (compareRendering(bufFunction, bufMacro, 4) == false)
testFailed("Rendering results are different");
else
testPassed("Rendering results are the same");
}
}
init();
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>