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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL ShaderL Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<script id="vs" type="x-shader/x-fragment">
attribute vec4 vPosition;
varying vec2 texCoord;
void main() {
gl_Position = vPosition;
texCoord = vPosition.xy * 0.5 + 0.5;
}
</script>
<script id="fs-green" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragData[0] = vec4(0, 1, 0, 1);
}
</script>
<script id="fs-red" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragData[0] = vec4(1, 0, 0, 1);
}
</script>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("This test checks a few things about WebGL Shaders.");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking shaders.");
// Create the shader object
var shader = gl.createShader(desktopGL['GEOMETRY_SHADER_ARB']);
assertMsg(shader == null,
"should not be able to create GEOMETRY shader");
checkDeferredCompliation()
}
function checkDeferredCompliation() {
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, document.getElementById("vs").text);
gl.compileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
// Compile the green shader
gl.shaderSource(fs, document.getElementById("fs-green").text);
gl.compileShader(fs);
// Load the red shader source but do NOT compile it
gl.shaderSource(fs, document.getElementById("fs-red").text);
var p = gl.createProgram();
gl.attachShader(p, vs);
gl.attachShader(p, fs);
gl.bindAttribLocation(p, 0, "vPosition");
gl.linkProgram(p);
gl.useProgram(p);
wtu.setupUnitQuad(gl, 0, 1);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>