| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <!-- |
| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| --> |
| <link rel="stylesheet" type="text/css" href="../unit.css" /> |
| <script type="application/javascript" src="../unit.js"></script> |
| <script type="application/javascript" src="../util.js"></script> |
| <script type="application/javascript"> |
| |
| Tests.startUnit = function () { |
| var canvas = document.getElementById('gl'); |
| var gl = getGLContext(canvas); |
| return [gl]; |
| } |
| |
| Tests.testOk = function(gl) { |
| var sh = new Filter(gl, 'okvert', 'frag'); |
| assertOk(function(){sh.apply();}); |
| sh.destroy(); |
| |
| var sh = new Filter(gl, 'vert', 'okfrag'); |
| assertOk(function(){sh.apply();}); |
| sh.destroy(); |
| |
| var sh = new Filter(gl, 'vert', 'frag'); |
| assertOk(function(){sh.apply();}); |
| sh.destroy(); |
| } |
| |
| var arr = ['cr', 'cw', 'vr', 'vw']; |
| arr.forEach(function(e){ |
| if (e == 'cr' || e == 'cw') { |
| Tests['test'+e+'vert'] = function(gl) { |
| var sh = new Filter(gl, e+'vert', 'frag'); |
| assertFail(function(){sh.apply();}); |
| sh.destroy(); |
| } |
| } |
| Tests['test'+e+'frag'] = function(gl) { |
| var sh = new Filter(gl, 'vert', e+'frag'); |
| assertFail(function(){sh.apply();}); |
| sh.destroy(); |
| } |
| }); |
| |
| |
| </script> |
| <script id="okvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex; |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| gl_Position = vec4(Vertex, x[2]); |
| } |
| </script> |
| <script id="crvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex; |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| gl_Position = vec4(Vertex, x[4]); |
| } |
| </script> |
| <script id="cwvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex; |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| x[4] = Vertex.z; |
| gl_Position = vec4(Vertex, x[4]); |
| } |
| </script> |
| <!-- This one can't be required to fail compilation, because vertex shaders must support arbitrary array indexing --> |
| <script id="vrvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex; |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| int idx = 4 * int(max(1.0, Vertex.x*20.0)); |
| gl_Position = vec4(Vertex, x[idx]); |
| } |
| </script> |
| <!-- This one can't be required to fail compilation, because vertex shaders must support arbitrary array indexing --> |
| <script id="vwvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex; |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| int idx = 4 * int(max(1.0, Vertex.x*20.0)); |
| x[idx] = Vertex.z; |
| gl_Position = vec4(Vertex, x[idx]); |
| } |
| </script> |
| <script id="vert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex; |
| gl_Position = vec4(Vertex, 0.0); |
| } |
| </script> |
| |
| <script id="okfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[2]); |
| } |
| </script> |
| <script id="crfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]); |
| } |
| </script> |
| <script id="cwfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| |
| x[4] = 6.0; |
| gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]); |
| } |
| </script> |
| <!-- This one actually fails because of WebGL's restrictions on indexing expressions in fragment shaders --> |
| <script id="vrfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| |
| int idx = 4 * int(max(1.0, TexCoord.x*20.0)); |
| gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]); |
| } |
| </script> |
| <!-- This one actually fails because of WebGL's restrictions on indexing expressions in fragment shaders --> |
| <script id="vwfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| float x[3]; |
| x[0] = 1.0; |
| x[1] = 2.0; |
| x[2] = 3.0; |
| |
| int idx = 4 * int(max(1.0, TexCoord.x*20.0)); |
| x[idx] = 6.0; |
| gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]); |
| } |
| </script> |
| <script id="frag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 0.0, TexCoord.s, 1.0); |
| } |
| </script> |
| |
| |
| <style>canvas{ position:absolute; }</style> |
| </head><body> |
| <canvas id="gl" width="16" height="16"></canvas> |
| </body></html> |