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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL the minimum number of uniforms are supported.</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> |
| </head> |
| <body> |
| <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| void main() |
| { |
| gl_Position = vPosition; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| #define NUM_TEXTURES 8 // See spec |
| precision mediump float; |
| uniform sampler2D uni[NUM_TEXTURES]; |
| void main() |
| { |
| vec4 c = vec4(0,0,0,0); |
| // The loop was manually unrolled in order to verify that this works. |
| // A separate test sampler-array-using-loop-index.html checks that |
| // loops indexing sampler arrays still work. |
| c += texture2D(uni[0], vec2(0.5, 0.5)); |
| c += texture2D(uni[1], vec2(0.5, 0.5)); |
| c += texture2D(uni[2], vec2(0.5, 0.5)); |
| c += texture2D(uni[3], vec2(0.5, 0.5)); |
| c += texture2D(uni[4], vec2(0.5, 0.5)); |
| c += texture2D(uni[5], vec2(0.5, 0.5)); |
| c += texture2D(uni[6], vec2(0.5, 0.5)); |
| c += texture2D(uni[7], vec2(0.5, 0.5)); |
| gl_FragColor = c; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description(document.title); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupTexturedQuad(gl); |
| |
| //------------------------------------------------------------------------------ |
| var program = wtu.setupProgram( |
| gl, ['vshader', 'fshader'], ['vPosition'], [0]); |
| |
| for (var ii = 0; ii < 8; ++ii) { |
| var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); |
| gl.activeTexture(gl.TEXTURE0 + ii); |
| var tex = gl.createTexture(); |
| wtu.fillTexture(gl, tex, 1, 1, [32, 16, 8, ii * 9], 0); |
| gl.uniform1i(loc, ii); |
| } |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
| wtu.checkCanvas(gl, [255, 128, 64, 252], |
| "Should render using all texture units", 1); |
| |
| var successfullyParsed = true; |
| |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |
| |