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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 the minimum number of uniforms are supported.</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>
+<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+void main()
+{
+ gl_Position = vPosition;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+#define NUM_TEXTURES 8 // See spec
+precision mediump float;
+uniform sampler2D uni[NUM_TEXTURES];
+void main()
+{
+ vec4 c = vec4(0,0,0,0);
+ // The loop was manually unrolled in order to verify that this works.
+ // A separate test sampler-array-using-loop-index.html checks that
+ // loops indexing sampler arrays still work.
+ c += texture2D(uni[0], vec2(0.5, 0.5));
+ c += texture2D(uni[1], vec2(0.5, 0.5));
+ c += texture2D(uni[2], vec2(0.5, 0.5));
+ c += texture2D(uni[3], vec2(0.5, 0.5));
+ c += texture2D(uni[4], vec2(0.5, 0.5));
+ c += texture2D(uni[5], vec2(0.5, 0.5));
+ c += texture2D(uni[6], vec2(0.5, 0.5));
+ c += texture2D(uni[7], vec2(0.5, 0.5));
+ gl_FragColor = c;
+}
+</script>
+<script>
+"use strict";
+description(document.title);
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("example");
+var program = wtu.setupTexturedQuad(gl);
+
+//------------------------------------------------------------------------------
+var program = wtu.setupProgram(
+ gl, ['vshader', 'fshader'], ['vPosition'], [0]);
+
+for (var ii = 0; ii < 8; ++ii) {
+ var loc = gl.getUniformLocation(program, "uni[" + ii + "]");
+ gl.activeTexture(gl.TEXTURE0 + ii);
+ var tex = gl.createTexture();
+ wtu.fillTexture(gl, tex, 1, 1, [32, 16, 8, ii * 9], 0);
+ gl.uniform1i(loc, ii);
+}
+
+wtu.clearAndDrawUnitQuad(gl);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+wtu.checkCanvas(gl, [255, 128, 64, 252],
+ "Should render using all texture units", 1);
+
+var successfullyParsed = true;
+
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>
+
+