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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformf.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformf.html | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformf.html b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformf.html new file mode 100644 index 0000000000..3c968c7a0c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformf.html @@ -0,0 +1,74 @@ +<!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.testUniformf = 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.uniform4fv(foo, [1,2,3,4]); + gl.uniform1fv(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.uniform4f(foo, 2,2,3,4); + gl.uniform1f(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 float bar; + +varying vec4 texCoord0; +void main() +{ + texCoord0 = vec4(Tex.s, 1.0-Tex.t, bar, 0.0); + gl_Position = vec4(Vertex, 1.0); +} +</script> +<script id="foobar-frag" type="x-shader/x-fragment"> +precision mediump float; + +uniform vec4 foo; + +varying vec4 texCoord0; +void main() +{ + gl_FragColor = vec4(foo.r/255.0, foo.g/255.0, foo.b/255.0, foo.a*texCoord0.z/255.0); +} +</script> +<style>canvas{ position:absolute; }</style> +</head><body> +<canvas id="gl" width="16" height="16"></canvas> +</body></html> |