Source code
Revision control
Copy as Markdown
Other Tools
<!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 = getGLContext(canvas);
return [gl];
}
var arr = ['cr', 'cw', 'vr', 'vw', 'tvw'];
arr.forEach(function(e){
Tests['test'+e+'vert'] = function(gl) {
var sh = new Filter(gl, e+'vert', 'frag');
assertFail(function(){sh.apply(function(f){
f.uniform3fv('x', [0.0, 1.0, 2.0]);
throwError(e+"vert");
});});
sh.destroy();
}
Tests['test'+e+'frag'] = function(gl) {
var sh = new Filter(gl, 'vert', e+'frag');
assertFail(function(){sh.apply(function(f){
f.uniform3fv('x', [0.0, 1.0, 2.0]);
throwError(e+"frag");
});});
sh.destroy();
}
});
</script>
<script id="crvert" type="x-shader/x-vertex">
attribute vec3 Vertex; attribute vec2 Tex;
uniform float x[3];
void main()
{
gl_Position = vec4(Vertex.st, Tex.s, x[4]);
}
</script>
<script id="cwvert" type="x-shader/x-vertex">
attribute vec3 Vertex; attribute vec2 Tex;
uniform float x[3];
void main()
{
x[4] = Vertex.z;
gl_Position = vec4(Vertex.st, Tex.s, x[4]);
}
</script>
<script id="vrvert" type="x-shader/x-vertex">
uniform float x[3];
attribute vec3 Vertex; attribute vec2 Tex;
void main()
{
float idx = 40.0 * max(1.0, Vertex.x*20.0);
gl_Position = vec4(Vertex, x[2] + Tex.s + x[int(idx)]);
}
</script>
<script id="vwvert" type="x-shader/x-vertex">
attribute vec3 Vertex; attribute vec2 Tex;
uniform float x[3];
void main()
{
int idx = 4 * int(max(1.0, Vertex.x*20.0));
x[idx] = Vertex.z;
gl_Position = vec4(Vertex.st, Tex.s, x[idx]);
}
</script>
<script id="tvwvert" type="x-shader/x-vertex">
attribute vec3 Vertex; attribute vec2 Tex;
uniform float x[3];
void main()
{
int idx = 4 * int(max(1.0, Vertex.x*20.0));
x[2] = Vertex[idx];
gl_Position = vec4(Vertex.st, Tex.s, x[2]);
}
</script>
<script id="vert" type="x-shader/x-vertex">
attribute vec3 Vertex; attribute vec2 Tex;
varying vec2 TexCoord;
void main()
{
TexCoord = Vertex.st;
gl_Position = vec4(Vertex, Tex.s);
}
</script>
<script id="crfrag" type="x-shader/x-fragment">
precision mediump float;
uniform float x[3];
varying vec2 TexCoord;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, x[4]);
}
</script>
<script id="cwfrag" type="x-shader/x-fragment">
precision mediump float;
uniform float x[3];
varying vec2 TexCoord;
void main()
{
x[4] = 6.0;
gl_FragColor = vec4(1.0, 0.0, 0.0, x[4]);
}
</script>
<script id="vrfrag" type="x-shader/x-fragment">
precision mediump float;
uniform float x[3];
varying vec2 TexCoord;
void main()
{
int idx = 4 * int(max(1.0, TexCoord.s*20.0));
gl_FragColor = vec4(1.0, 0.0, 0.0, x[idx]);
}
</script>
<script id="vwfrag" type="x-shader/x-fragment">
precision mediump float;
uniform float x[3];
varying vec2 TexCoord;
void main()
{
int idx = 4 * int(max(1.0, TexCoord.s*20.0));
x[idx] = 6.0;
gl_FragColor = vec4(1.0, 0.0, 0.0, x[idx]);
}
</script>
<script id="tvwfrag" type="x-shader/x-fragment">
precision mediump float;
uniform float x[3];
varying vec2 TexCoord;
void main()
{
int idx = 4 * int(max(1.0, TexCoord.s*20.0));
x[2] = TexCoord[idx];
gl_FragColor = vec4(1.0, 0.0, 0.0, x[2]);
}
</script>
<script id="frag" type="x-shader/x-fragment">
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="1" height="1"></canvas>
</body></html>