diff options
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformMatrix.html | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformMatrix.html b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformMatrix.html new file mode 100644 index 0000000000..cae388fd4f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/uniformMatrix.html @@ -0,0 +1,69 @@ +<!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'); + var bar3 = f.uniform('bar3'); + gl.uniformMatrix4fv(foo, false, [1,0,0,0, 0,2,0,0, 0,0,3,0, 0,0,0,4]); + gl.uniformMatrix2fv(bar, false, [2,1, 2,2]); + gl.uniformMatrix3fv(bar3, false, [2,2,2, 2,2,2, 2,1,2]); + }); + 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.destroy(); +} + +Tests.endUnit = function(gl) { +} + +</script> +<script id="foobar-vert" type="x-shader/x-vertex"> +attribute vec3 Vertex; +attribute vec2 Tex; + +uniform mat2 bar; +uniform mat3 bar3; + +varying vec4 texCoord0; +void main() +{ + texCoord0 = vec4(Tex.s, 1.0-Tex.t, bar[0][1]+bar3[2][1], 0.0); + gl_Position = vec4(Vertex, 1.0); +} +</script> +<script id="foobar-frag" type="x-shader/x-fragment"> +precision mediump float; + +uniform mat4 foo; + +varying vec4 texCoord0; +void main() +{ + gl_FragColor = vec4(foo[0][0]/256.0, foo[1][1]/256.0, foo[2][2]/256.0, foo[3][3]*texCoord0.z/256.0); +} +</script> +<style>canvas{ position:absolute; }</style> +</head><body> +<canvas id="gl" width="16" height="16"></canvas> +</body></html> |