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/*
** 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:
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** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
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** 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
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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<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>
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<canvas id="gl" width="512" height="512"></canvas>
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