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<!--
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>Browser bug - WebGL 1 context should not accept OpenGL ES 3 shading language shaders</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../../resources/glsl-feature-tests.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="ES1VertexShader" type="x-shader/x-vertex">
precision mediump float;
attribute vec4 aPosition;
void main() {
gl_Position = aPosition;
}
</script>
<script id="ES1FragmentShader" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<!-- Note that the version directive should be on the very first line in ESSL 3, see ESSL 3 section 3.3 -->
<script id="ES3VertexShader" type="x-shader/x-vertex">#version 300 es
precision mediump float;
in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
</script>
<script id="ES3FragmentShader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script id="emptyES3FragmentShader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
void main() {
}
</script>
<script id="vertexShaderWithInQualifier" type="x-shader/x-vertex">
precision mediump float;
in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
</script>
<script id="fragmentShaderWithOutQualifier" type="x-shader/x-fragment">
precision mediump float;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("OpenGL ES 3 shading language shaders should not be accepted by WebGL 1.");
GLSLConformanceTester.runTests([
{
vShaderId: "ES3VertexShader",
vShaderSuccess: false,
fShaderId: "ES1FragmentShader",
fShaderSuccess: true,
linkSuccess: false,
passMsg: "OpenGL ES 3 shading language vertex shader with an in variable should not be accepted by WebGL 1."
},
{
vShaderId: "ES1VertexShader",
vShaderSuccess: true,
fShaderId: "ES3FragmentShader",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "OpenGL ES 3 shading language fragment shader with an out variable should not be accepted by WebGL 1."
},
{
vShaderId: "ES1VertexShader",
vShaderSuccess: true,
fShaderId: "emptyES3FragmentShader",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "OpenGL ES 3 shading language fragment shader with an empty body should not be accepted by WebGL 1."
},
{
vShaderId: "ES3VertexShader",
vShaderSuccess: false,
fShaderId: "ES3FragmentShader",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "OpenGL ES 3 shading language shaders should not be linked by WebGL 1."
},
{
vShaderId: "ES3VertexShader",
vShaderSuccess: false,
fShaderId: "emptyES3FragmentShader",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "OpenGL ES 3 shading language shaders including fragment shader with empty body should not be linked by WebGL 1."
},
{
vShaderId: "vertexShaderWithInQualifier",
vShaderSuccess: false,
fShaderId: "ES1FragmentShader",
fShaderSuccess: true,
linkSuccess: false,
passMsg: "Vertex shader with an in qualifier on a global variable should not be accepted by WebGL 1."
},
{
vShaderId: "ES1VertexShader",
vShaderSuccess: true,
fShaderId: "fragmentShaderWithOutQualifier",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "Fragment shader with an out qualifier on a global variable should not be accepted by WebGL 1."
}
]);
var successfullyParsed = true;
</script>
</body>
</html>