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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/acos/acos_vec3_vert_xvary_ref.vert72
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/acos/acos_vec3_vert_xvary_ref.vert b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/acos/acos_vec3_vert_xvary_ref.vert
new file mode 100644
index 0000000000..37ace0f04f
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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/acos/acos_vec3_vert_xvary_ref.vert
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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.
+*/
+
+
+attribute vec4 gtf_Vertex;
+attribute vec4 gtf_Color;
+uniform mat4 gtf_ModelViewProjectionMatrix;
+varying vec4 color;
+
+void main (void)
+{
+ const float M_PI = 3.14159265358979323846;
+ vec3 c = 2.0 * (gtf_Color.rgb - 0.5);
+ vec3 acos_c = vec3(0.0);
+ vec3 scale = vec3(1.0);
+ vec3 sign = vec3(1.0);
+
+ // pow can't handle negative numbers so take advantage of symmetry
+ if(c.r < 0.0)
+ {
+ sign.r = -1.0;
+ c.r *= -1.0;
+ }
+
+ // Taylors series expansion for acos
+ // 1000/2 iterations necessary to get the accuracy with this method
+ for(int i = 1; i < 1000; i += 2)
+ {
+ acos_c.r += scale.r * pow(c.r, float(i)) / float(i);
+ scale.r *= float(i) / float(i + 1);
+ }
+ acos_c.r = M_PI / 2.0 - sign.r * acos_c.r;
+
+ // pow can't handle negative numbers so take advantage of symmetry
+ if(c.g < 0.0)
+ {
+ sign.g = -1.0;
+ c.g *= -1.0;
+ }
+
+ // Taylors series expansion for acos
+ // 1000/2 iterations necessary to get the accuracy with this method
+ for(int i = 1; i < 1000; i += 2)
+ {
+ acos_c.g += scale.g * pow(c.g, float(i)) / float(i);
+ scale.g *= float(i) / float(i + 1);
+ }
+ acos_c.g = M_PI / 2.0 - sign.g * acos_c.g;
+
+ // pow can't handle negative numbers so take advantage of symmetry
+ if(c.b < 0.0)
+ {
+ sign.b = -1.0;
+ c.b *= -1.0;
+ }
+
+ // Taylors series expansion for acos
+ // 1000/2 iterations necessary to get the accuracy with this method
+ for(int i = 1; i < 1000; i += 2)
+ {
+ acos_c.b += scale.b * pow(c.b, float(i)) / float(i);
+ scale.b *= float(i) / float(i + 1);
+ }
+ acos_c.b = M_PI / 2.0 - sign.b * acos_c.b;
+
+ color = vec4(acos_c / M_PI, 1.0);
+ gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
+}