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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">
+#define NUM_UNIFORMS 128 // See spec
+attribute vec4 vPosition;
+uniform vec4 uni[NUM_UNIFORMS];
+varying vec4 color;
+void main()
+{
+ gl_Position = vPosition;
+ vec4 c = vec4(0,0,0,0);
+ for (int ii = 0; ii < NUM_UNIFORMS; ++ii) {
+ c += uni[ii];
+ }
+ color = c;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+</script>
+<script id="vshader2" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+void main()
+{
+ gl_Position = vPosition;
+}
+</script>
+
+<script id="fshader2" type="x-shader/x-fragment">
+precision mediump float;
+#define NUM_UNIFORMS 16 // See spec
+uniform vec4 uni[NUM_UNIFORMS];
+void main()
+{
+ vec4 c = vec4(0,0,0,0);
+ for (int ii = 0; ii < NUM_UNIFORMS; ++ii) {
+ c += uni[ii];
+ }
+ gl_FragColor = vec4(c.r, c.g, c.b, c.a / 120.0);
+}
+</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 < 128; ++ii) {
+ var loc = gl.getUniformLocation(program, "uni[" + ii + "]");
+ gl.uniform4f(loc, 2/256, 2/512, 2/1024, ii/8128);
+}
+
+wtu.clearAndDrawUnitQuad(gl);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+wtu.checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, [255, 127, 64, 255], "Should render 255,127,64,32 (+/-1)", 1);
+
+//------------------------------------------------------------------------------
+var program = wtu.setupProgram(gl, ['vshader2', 'fshader2'], ['vPosition'], [0]);
+
+for (var ii = 0; ii < 16; ++ii) {
+ var loc = gl.getUniformLocation(program, "uni[" + ii + "]");
+ gl.uniform4f(loc, 16/2048, 16/1024, 16/512, ii);
+}
+
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+wtu.clearAndDrawUnitQuad(gl);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");
+wtu.checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, [32, 64, 127, 255], "Should render 32,64,127,255 (+/-1)", 1);
+
+var successfullyParsed = true;
+
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>
+
+