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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/shared.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/shared.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shared.html | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shared.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shared.html new file mode 100644 index 0000000000..77786bb385 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shared.html @@ -0,0 +1,151 @@ +<!-- +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="sharedVertexShader" type="text/something-not-javascript"> +// shared vertex shader should succeed. +uniform mat4 viewProjection; +uniform vec3 worldPosition; +uniform vec3 nextPosition; +uniform float fishLength; +uniform float fishWaveLength; +uniform float fishBendAmount; +attribute vec4 position; +attribute vec2 texCoord; +varying vec4 v_position; +varying vec2 v_texCoord; +varying vec3 v_surfaceToLight; +void main() { + vec3 vz = normalize(worldPosition - nextPosition); + vec3 vx = normalize(cross(vec3(0,1,0), vz)); + vec3 vy = cross(vz, vx); + mat4 orientMat = mat4( + vec4(vx, 0), + vec4(vy, 0), + vec4(vz, 0), + vec4(worldPosition, 1)); + mat4 world = orientMat; + mat4 worldViewProjection = viewProjection * world; + mat4 worldInverseTranspose = world; + + v_texCoord = texCoord; + // NOTE:If you change this you need to change the laser code to match! + float mult = position.z > 0.0 ? + (position.z / fishLength) : + (-position.z / fishLength * 2.0); + float s = sin(mult * fishWaveLength); + float a = sign(s); + float offset = pow(mult, 2.0) * s * fishBendAmount; + v_position = ( + worldViewProjection * + (position + + vec4(offset, 0, 0, 0))); + v_surfaceToLight = (world * position).xyz; + gl_Position = v_position; +} +</script> +<script id="fragmentShaderA" type="text/something-not-javascript"> +// shared fragment shader should succeed. +precision mediump float; +uniform vec4 lightColor; +varying vec4 v_position; +varying vec2 v_texCoord; +varying vec3 v_surfaceToLight; + +uniform vec4 ambient; +uniform sampler2D diffuse; +uniform vec4 specular; +uniform float shininess; +uniform float specularFactor; +// #fogUniforms + +vec4 lit(float l ,float h, float m) { + return vec4(1.0, + max(l, 0.0), + (l > 0.0) ? pow(max(0.0, h), m) : 0.0, + 1.0); +} +void main() { + vec4 diffuseColor = texture2D(diffuse, v_texCoord); + vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap + vec3 surfaceToLight = normalize(v_surfaceToLight); + vec3 halfVector = normalize(surfaceToLight); + vec4 litR = lit(1.0, 1.0, shininess); + vec4 outColor = vec4( + (lightColor * (diffuseColor * litR.y + diffuseColor * ambient + + specular * litR.z * specularFactor * normalSpec.a)).rgb, + diffuseColor.a); + // #fogCode + gl_FragColor = outColor; +} +</script> +<script id="fragmentShaderB" type="text/something-not-javascript"> +// shared fragment shader should succeed. +precision mediump float; +varying vec4 v_position; +varying vec2 v_texCoord; +varying vec3 v_surfaceToLight; + +// #fogUniforms + +vec4 lit(float l ,float h, float m) { + return vec4(1.0, + max(l, 0.0), + (l > 0.0) ? pow(max(0.0, h), m) : 0.0, + 1.0); +} +void main() { + vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap + vec4 reflection = vec4(0,0,0,0); // #noReflection + vec3 surfaceToLight = normalize(v_surfaceToLight); + vec4 skyColor = vec4(0.5,0.5,1,1); // #noReflection + + vec3 halfVector = normalize(surfaceToLight); + vec4 litR = lit(1.0, 1.0, 10.0); + vec4 outColor = vec4(mix( + skyColor, + vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a), + 1.0 - reflection.r).rgb, + 1.0); + // #fogCode + gl_FragColor = outColor; +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runTests([ + { vShaderSource: document.getElementById("sharedVertexShader").text, + vShaderSuccess: true, + fShaderSource: document.getElementById("fragmentShaderA").text, + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'shared fragment shader should succeed', + }, + { vShaderSource: document.getElementById("sharedVertexShader").text, + vShaderSuccess: true, + fShaderSource: document.getElementById("fragmentShaderB").text, + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'shared fragment shader should succeed', + } +]); +var successfullyParsed = true; +</script> +</body> +</html> |