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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/mat/const_mat3_frag.frag63
1 files changed, 63 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/mat/const_mat3_frag.frag b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/mat/const_mat3_frag.frag
new file mode 100644
index 0000000000..605dc39298
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/mat/const_mat3_frag.frag
@@ -0,0 +1,63 @@
+
+/*
+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.
+*/
+
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+/* This epsilon will work as long as the magnitude of the float is < 128.
+ * This can be seen by taking the spec relative mediump precision of 2^-10:
+ * 0.125 / 2^-10 = 128
+ */
+#define ERROR_EPSILON (0.125)
+
+void main (void)
+{
+ float x;
+ // Declare a constant 3 by 3 matrix with unique elements.
+ const mat3 a = mat3( 1.0, 2.0, 3.0,
+ 4.0, 5.0, 6.0,
+ 7.0, 8.0, 9.0);
+
+ // Check each element.
+ bool elms = true;
+ if(a[0][0] != 1.0) elms = false;
+ if(a[0][1] != 2.0) elms = false;
+ if(a[0][2] != 3.0) elms = false;
+ if(a[1][0] != 4.0) elms = false;
+ if(a[1][1] != 5.0) elms = false;
+ if(a[1][2] != 6.0) elms = false;
+ if(a[2][0] != 7.0) elms = false;
+ if(a[2][1] != 8.0) elms = false;
+ if(a[2][2] != 9.0) elms = false;
+
+ // Add up each row.
+ bool rows = true;
+ x = a[0][0] + a[1][0] + a[2][0];
+ if( x < 12.0-ERROR_EPSILON || x > 12.0+ERROR_EPSILON ) rows = false;
+ x = a[0][1] + a[1][1] + a[2][1];
+ if(x < 15.0-ERROR_EPSILON || x > 15.0+ERROR_EPSILON ) rows = false;
+ x = a[0][2] + a[1][2] + a[2][2];
+ if(x < 18.0-ERROR_EPSILON || x > 18.0+ERROR_EPSILON ) rows = false;
+
+ // Add up each column.
+ bool cols = true;
+ x = a[0][0] + a[0][1] + a[0][2];
+ if( x < 6.0-ERROR_EPSILON || x > 6.0+ERROR_EPSILON ) cols = false;
+ x = a[1][0] + a[1][1] + a[1][2];
+ if(x < 15.0-ERROR_EPSILON || x > 15.0+ERROR_EPSILON) cols = false;
+ x = a[2][0] + a[2][1] + a[2][2];
+ if(x < 24.0-ERROR_EPSILON || x > 24.0+ERROR_EPSILON) cols = false;
+
+ // Check if all of the operations were successful.
+ float gray = elms && rows && cols ? 1.0 : 0.0;
+
+ // Assign the fragment color.
+ gl_FragColor = vec4(gray, gray, gray, 1.0);
+}
+