| <!-- |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>GLSL swizzled vector l-value dynamic indexing test</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> |
| <!-- |
| The shader first assigns v.x to v.z (1.0) |
| Then v.y to v.y (2.0) |
| Then v.z to v.x (1.0) |
| --> |
| <script id="fshaderSwizzledLValueIndexing" type="x-shader/x-fragment">#version 300 es |
| precision highp float; |
| out vec4 my_FragColor; |
| void main() { |
| vec3 v = vec3(1.0, 2.0, 3.0); |
| for (int i = 0; i < 3; i++) { |
| v.zyx[i] = v[i]; |
| } |
| my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description("Dynamic indexing of swizzled l-values should work."); |
| |
| GLSLConformanceTester.runRenderTests([ |
| { |
| fShaderId: 'fshaderSwizzledLValueIndexing', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index an l-value swizzled vector' |
| }, |
| ], 2); |
| </script> |
| </body> |
| </html> |