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| <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.autorun = false; |
| Tests.message = "Caution: might hang your GPU" |
| |
| var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable']; |
| arr.forEach(function(e){ |
| Tests['test'+e+'vert'] = function(gl) { |
| var sh = new Filter(gl, e+'vert', 'frag'); |
| assertOk(function(){ |
| sh.apply(); |
| }); |
| sh.destroy(); |
| } |
| Tests['test'+e+'frag'] = function(gl) { |
| var sh = new Filter(gl, 'vert', e+'frag'); |
| assertOk(function(){ |
| sh.apply(); |
| }); |
| sh.destroy(); |
| } |
| }); |
| |
| Tests.testMandelbrot = function(gl) { |
| gl.disable(gl.DEPTH_TEST); |
| var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag'); |
| sh.apply(function(s){ |
| s.uniform1f('z', 0.15); |
| s.uniform1f('x', -1.25); |
| }); |
| for (var i=0; i<256; i++) { |
| sh.apply(); |
| } |
| sh.destroy(); |
| } |
| |
| </script> |
| <script id="identity-vert" type="x-shader/x-vertex"> |
| |
| attribute vec3 Vertex; |
| attribute vec2 Tex; |
| |
| varying vec2 texCoord0; |
| void main() |
| { |
| texCoord0 = vec2(Tex.s, Tex.t); |
| gl_Position = vec4(Vertex, 1.0); |
| } |
| </script> |
| <script id="mandelbrot-frag" type="x-shader/x-fragment"> |
| precision mediump float; |
| |
| uniform float x,y,z; |
| varying vec2 texCoord0; |
| vec4 iter_z(float cr, float ci) { |
| int i; |
| float nzr, nzi, zr = 0.0, zi = 0.0; |
| vec4 color = vec4(0.0); |
| for (i=0; i<2500; i++) { |
| nzr = zr * zr - zi * zi + cr; |
| nzi = 2.0 * zr * zi + ci; |
| zr = nzr; |
| zi = nzi; |
| } |
| color = vec4(zi); |
| color.a = 1.0; |
| return color; |
| } |
| |
| void main() |
| { |
| gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.0)); |
| } |
| </script> |
| <script id="whiletruevert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| float z = 1.0; |
| while(true) { z += 0.1; z *= 0.995; } |
| TexCoord = Tex.st; |
| gl_Position = vec4(Vertex, z); |
| } |
| </script> |
| <script id="loop100Mvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| int i; |
| float z = 1.0; |
| for (i = 0; i<1000000000; i++) { |
| z += 0.1; z *= 0.995; |
| } |
| TexCoord = Tex.st; |
| gl_Position = vec4(Vertex, z); |
| } |
| </script> |
| <script id="loopCompvert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| float z = 1.0; |
| while(z > 0.0) { z += 0.1; z *= 0.995; } |
| TexCoord = Tex.st; |
| gl_Position = vec4(Vertex, z); |
| } |
| </script> |
| <script id="variablevert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; attribute vec2 Tex; |
| varying vec2 TexCoord; |
| |
| void main() |
| { |
| float z = 1.0; |
| while(z > Vertex.z) { z += 0.1; z *= 0.995; } |
| TexCoord = Tex.st; |
| gl_Position = vec4(Vertex, z); |
| } |
| </script> |
| <script id="vert" type="x-shader/x-vertex"> |
| |
| |
| attribute vec3 Vertex; attribute vec2 Tex; |
| varying vec2 TexCoord; |
| void main() |
| { |
| TexCoord = Tex.st; |
| gl_Position = vec4(Vertex, 0.0); |
| } |
| </script> |
| |
| <script id="whiletruefrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| void main() |
| { |
| float z = 1.0; |
| while(true) { z += 0.1; z *= 0.995; } |
| gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| } |
| </script> |
| <script id="loop100Mfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| void main() |
| { |
| int i; |
| float z = 1.0; |
| for (i = 0; i<1000000000; i++) { |
| z += 0.1; z *= 0.995; |
| } |
| gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| } |
| </script> |
| <script id="loopCompfrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| void main() |
| { |
| float z = TexCoord.s; |
| while(z > 0.0) { z += 0.1; z *= 0.995; } |
| gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| } |
| </script> |
| <script id="variablefrag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| void main() |
| { |
| float z = 1.0; |
| while(z > TexCoord.s) { z += 0.1; z *= 0.995; } |
| gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
| } |
| </script> |
| <script id="frag" type="x-shader/x-fragment"> |
| |
| |
| precision mediump float; |
| |
| varying vec2 TexCoord; |
| void main() |
| { |
| gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0); |
| } |
| </script> |
| |
| |
| <style>canvas{ position:absolute; }</style> |
| </head><body> |
| <canvas id="gl" width="512" height="512"></canvas> |
| </body></html> |