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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>WebGL Point with gl_PointCoord in Fragment Shader 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>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" width="64" height="64"> </canvas>
<div id="console"></div>
<script id="vs" type="x-shader/x-vertex">
varying vec4 v_color;
// The X and Y coordinates of the center of the point.
attribute vec2 a_vertex;
uniform float u_pointSize;
void main(void) {
gl_PointSize = u_pointSize;
gl_Position = vec4(a_vertex, 0.0, 1.0);
// The color of the point.
v_color = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main(void) {
// It seems as long as this mathematical expression references
// gl_PointCoord, the fragment's color is incorrect.
vec2 diff = gl_PointCoord - vec2(.5, .5);
if (length(diff) > 0.5)
discard;
// The point should be a solid color.
gl_FragColor = v_color;
}
</script>
<script>
"use strict";
// Radar 13239314
description("This is a regression test for a graphics driver bug affecting end caps on roads in MapsGL.");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var output = document.getElementById("console");
var gl = wtu.create3DContext(canvas);
function runTest() {
var pointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
// This test can't really run without a maximum point size of at least 2
if (pointSizeRange[1] < 2.0) {
debug("This test needs a maximum ALIASED_POINT_SIZE_RANGE of at least 2");
return;
}
var vs = wtu.loadShaderFromScript(gl, "vs", gl.VERTEX_SHADER);
var fs = wtu.loadShaderFromScript(gl, "fs", gl.FRAGMENT_SHADER);
if (!vs || !fs) {
testFailed("Loading shaders failed");
return;
}
var program = wtu.setupProgram(gl, [vs, fs], ['a_vertex']);
if (!program) {
testFailed("Loading program failed");
return;
}
gl.useProgram(program);
gl.clearColor(0, 0, 0, 1.0);
gl.disable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
// uniform float u_pointSize;
var uni = gl.getUniformLocation(program, 'u_pointSize');
gl.uniform1f(uni, Math.min(20.0, pointSizeRange[1]));
// vertex
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var vertexData = new Float32Array([
0, 0,
]);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.POINTS, 0, 1);
wtu.checkCanvasRect(gl, canvasWidth / 2, canvasHeight / 2, 1, 1,
[0, 255, 0, 255], "Center pixel should be green", 2);
}
runTest();
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>