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<!-- author: Bill Baxter (wbaxter at google.com) -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Floored Division Accuracy Bug</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 vPosition;
uniform float divisor;
varying vec4 vColor;
void main(void) {
gl_Position = vPosition;
float index = 9.0;
// Floating point operations don't have any guaranteed precision, but they
// should at least be accurate to 1 part in 10^5.
float value = floor((index / divisor) * 1.00001);
vColor = (value == 3.) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
</script>
<script>
"use strict";
description();
debug("");
// Reproduces bug seen on Mac OS X with AMD Radeon HD 6490 GPU
debug("If things are working correctly, then the square will be green.");
debug("If your card thinks floor(9. / 3.) is not 3 to within 1 part in 10^5, ");
debug("then the square will be red.");
GLSLConformanceTester.runRenderTests([
{
vShaderId: 'shader-vs',
vShaderSuccess: true,
fShaderId: 'shader-fs',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Test that floor(9. / 3.) is 3 to within 1 part in 10^5',
uniforms: [{name: "divisor", functionName: "uniform1f", value: 3}]
}
]);
</script>
</body>
</html>