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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Gradient loop in if in loop crash</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 id='vshader' type='x-shader/x-vertex'>
precision highp float;
void main() {
gl_Position = vec4( 1.0, 1.0, 1.0, 1.0 );
}
</script>
<script id='fshader' type='x-shader/x-fragment'>
precision mediump float;
uniform lowp sampler2D iChannel0;
void main(){
highp float c;
for (mediump float i = 0.0; i <= 1.0; i++) {
if (gl_FragCoord.x < 0.0) {
for (mediump float l = 0.0; l < 2.0; l++) { // with 1 as a bound it works
c = texture2D(iChannel0, vec2(l), 0.0).x;
}
}
}
gl_FragColor = vec4(c, vec3(1.0));
}
</script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("This test checks an ANGLE regression that was caused by a complex ShaderToy shader. <a href='https://code.google.com/p/chromium/issues/detail?id=524297'>crbug.com/524297</a>");
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
gl.canvas.addEventListener("webglcontextlost", function(e) {
testFailed("WebGL context lost");
});
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
debug("");
var program = wtu.setupProgram(gl, ['vshader', 'fshader']);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
testFailed("Program failed to link");
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
// Cycle through a rAF once to give any webglcontextlost events a chance to propagate
window.requestAnimationFrame(function() { finishTest(); });
debug("");
var successfullyParsed = true;
</script>
</body>
</html>