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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL vector/scalar arithmetic inside a for loop (complex cases)</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="fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 2; i++)
{
float x = gl_FragCoord.x;
float y = (x *= 2.0);
gl_FragColor = gl_FragColor + vec4(y, y, y, y);
}
if (gl_FragColor.g == gl_FragColor.r &&
gl_FragColor.b == gl_FragColor.r &&
gl_FragColor.a == gl_FragColor.r)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
}
</script>
<script id="fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop2" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 2; i++)
{
float x = gl_FragCoord.x;
float y = (x *= 2.0);
gl_FragColor = gl_FragColor + vec4(x, y, x, y);
}
if (gl_FragColor.g == gl_FragColor.r &&
gl_FragColor.b == gl_FragColor.r &&
gl_FragColor.a == gl_FragColor.r)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
}
</script>
<script type="text/javascript">
"use strict";
description();
// See http://crbug.com/772651
GLSLConformanceTester.runRenderTests([
{
fShaderId: 'fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop',
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Adding a vector that's just 4 copies of a scalar to another vector inside for loop should work."
},
{
fShaderId: 'fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop2',
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Adding a vector that's just 4 copies of a scalar stored in two different variables to another vector inside for loop should work."
}
]);
</script>
</body>
</html>