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<!DOCTYPE HTML>
<html>
<head>
<meta charset='utf-8'/>
<script src='/tests/SimpleTest/SimpleTest.js'></script>
<link rel='stylesheet' href='/tests/SimpleTest/test.css'>
<script src='webgl-util.js'></script>
</head>
<body>
<script id='vs' type='x-shader/x-vertex'>
attribute vec2 aVertCoord;
void main(void) {
gl_Position = vec4(aVertCoord, 0.0, 1.0);
}
</script>
<script id='fs' type='x-shader/x-fragment'>
precision mediump float;
uniform sampler2D uTexUnit;
void main(void) {
vec4 tex = texture2D(uTexUnit, vec2(0));
gl_FragColor = vec4(tex.r, 1.0, 0.0, 1.0);
}
</script>
<script>
'use strict';
var gl = null;
do {
var c = document.createElement('canvas');
gl = c.getContext('webgl');
if (!gl) {
todo(false, 'Get GL working here first.');
break;
}
var ext = gl.getExtension('WEBGL_depth_texture');
if (!ext) {
todo(false, 'WEBGL_depth_texture not supported, which is fine.');
break;
}
var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
if (!prog) {
ok(false, 'Program linking should succeed.');
break;
}
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT,
gl.UNSIGNED_INT, null);
var uTexUnit = gl.getUniformLocation(prog, 'uTexUnit');
gl.useProgram(prog);
gl.uniform1i(uTexUnit, 0);
gl.drawArrays(gl.POINTS, 0, 1);
ok(!gl.getError(), 'Should have no errors.');
} while (false);
ok(true, 'Test complete.');
</script>
</body>
</html>
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