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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-for-loop.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-for-loop.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-for-loop.html | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-for-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-for-loop.html new file mode 100644 index 0000000000..cf11a88d9f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-for-loop.html @@ -0,0 +1,83 @@ +<!-- +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 GLSL Conformance Tests</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"></script> +<script src="../../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fragmentShader" type="text/something-not-javascript"> +// fragment shader with for loop should succeed + +// TODO(gman): trim to min size to test bug. +precision mediump float; +uniform float time; +uniform vec2 resolution; + +// Saw-tooth function that is synced with the demo music (128bpm) +float gBeat; + +// Calculate the surface color +vec3 surfColor(vec2 p) +{ + vec2 q=vec2(sin(.08*p.x),4.*p.y); + vec3 c=vec3(0); + for(float i=0.;i<15.;i++) + c+=(1.+sin(i*sin(time)+vec3(0.,1.3,2.2)))*.2/length(q-vec2(sin(i),12.*sin(.3*time+i))); + return c+vec3(mix(mod(floor(p.x*.2)+floor(p.y*2.2),2.),.2,gBeat)); +} + +// Ray trace (cylinder) +vec3 trace(vec3 o,vec3 d) +{ + d.y*=.65+.1*sin(.5*time); + float D=1./(d.y*d.y+d.z*d.z), + a=(o.y*d.y+o.z*d.z)*D, + b=(o.y*o.y+o.z*o.z-36.)*D, + t=-a-sqrt(a*a-b); + o+=t*d; + return surfColor(vec2(o.x,atan(o.y,o.z)))*(1.+.01*t); +} + +void main() +{ + gBeat=fract(time*3.2/3.); + // Screen setup + vec2 p=(2.*gl_FragCoord.xy-resolution)/resolution.y, + q=2.*gl_FragCoord.xy/resolution-1.; + + // Camera setup + vec3 cp=vec3(-time*20.+1.,1.6*sin(time*1.2),2.+2.*cos(time*.3)), + ct=cp+vec3(1.,.3*cos(time),-.2), + cd=normalize(ct-cp), + cr=normalize(cross(cd,vec3(.5*cos(.3*time),0.,1.))), + cu=cross(cr,cd), + rd=normalize(2.*cd+cr*p.x+cu*p.y); + + // Trace! (+some funky lens/raster effects) + vec3 c=trace(cp,rd)* + min(1.,1.8-dot(q,q))* + (.9+.1*sin(3.*sin(gBeat)*gl_FragCoord.y)); + + gl_FragColor=vec4(c,1); +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runTest(); +var successfullyParsed = true; +</script> +</body> +</html> |