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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<!--
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.
-->
<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/javascript" src="../unit.js"></script>
<script type="application/javascript" src="../util.js"></script>
<script type="application/javascript">
Tests.startUnit = function () {
var canvas = document.getElementById('gl');
var gl = wrapGLContext(getGLContext(canvas));
return [gl];
}
Tests.testUniformi = function(gl) {
var sh = new Filter(gl, 'foobar-vert', 'foobar-frag');
sh.apply(function(f){
var foo = f.uniform('foo');
var bar = f.uniform('bar');
gl.uniform4iv(foo, [1,2,3,4]);
gl.uniform1iv(bar, [2]);
});
var d = new Uint8Array(4);
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, d);
assertEquals([1,2,3,8], [d[0], d[1], d[2], d[3]]);
sh.apply(function(f){
var foo = f.uniform('foo');
var bar = f.uniform('bar');
gl.uniform4i(foo, 2,2,3,4);
gl.uniform1i(bar, 3);
});
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, d);
assertEquals([2,2,3,12], [d[0], d[1], d[2], d[3]]);
sh.destroy();
}
Tests.endUnit = function(gl) {
}
</script>
<script id="foobar-vert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
uniform int bar;
varying vec4 texCoord0;
void main()
{
texCoord0 = vec4(Tex.s, 1.0-Tex.t, float(bar), 0.0);
gl_Position = vec4(Vertex, 1.0);
}
</script>
<script id="foobar-frag" type="x-shader/x-fragment">
precision mediump float;
uniform ivec4 foo;
varying vec4 texCoord0;
void main()
{
gl_FragColor = vec4(float(foo.r)/256.0, float(foo.g)/256.0, float(foo.b)/256.0, float(foo.a)*texCoord0.z/256.0);
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
</body></html>