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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.frag45
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.vert71
2 files changed, 116 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.frag b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.frag
new file mode 100644
index 0000000000..3d926c53ea
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.frag
@@ -0,0 +1,45 @@
+
+/*
+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
+
+uniform vec3 brickColor;
+uniform vec3 mortarColor;
+uniform float brickMortarWidth;
+uniform float brickMortarHeight;
+uniform float mwf;
+uniform float mhf;
+
+varying vec3 Position;
+varying float lightIntensity;
+
+void main (void)
+{
+ vec3 ct;
+ float ss, tt, w, h;
+
+ vec3 pos = Position;
+
+ ss = pos.x / brickMortarWidth;
+ tt = pos.z / brickMortarHeight;
+
+ if (fract (tt * 0.5) > 0.5)
+ ss += 0.5;
+
+ ss = fract (ss);
+ tt = fract (tt);
+
+ w = step (mwf, ss) - step (1.0 - mwf, ss);
+ h = step (mhf, tt) - step (1.0 - mhf, tt);
+
+ ct = clamp(mix (mortarColor, brickColor, w * h) * lightIntensity, 0.0, 1.0);
+
+ gl_FragColor = vec4 (ct, 1.0);
+}
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.vert b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.vert
new file mode 100644
index 0000000000..8629782a45
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/get_active_uniform/brick.vert
@@ -0,0 +1,71 @@
+
+/*
+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 vec3 gtf_Normal;
+attribute vec4 gtf_Vertex;
+varying float lightIntensity;
+varying vec3 Position;
+
+ // Used in the vertex shader.
+uniform mat3 gtf_NormalMatrix; //< 1
+uniform mat4 gtf_ModelViewMatrix; //< 2
+uniform mat4 gtf_ModelViewProjectionMatrix; //< 3
+uniform float myAttrib1f; //< 4
+uniform vec2 myAttrib2f; //< 5
+uniform vec3 LightPosition; //< 6
+uniform vec4 myAttrib4f; //< 7
+uniform int myAttrib1i; //< 8
+uniform ivec2 myAttrib2i; //< 9
+uniform ivec3 myAttrib3i; //< 10
+uniform ivec4 myAttrib4i; //< 11
+uniform bool myAttrib1b; //< 12
+uniform bvec2 myAttrib2b; //< 13
+uniform bvec3 myAttrib3b; //< 14
+uniform bvec4 myAttrib4b; //< 15
+uniform mat2 myAttrib2m; //< 16
+uniform mat3 myAttrib3m; //< 17
+uniform mat4 myAttrib4m; //< 18
+uniform float myUniformfv[5]; //< 19
+ // Used in the fragment shader.
+uniform vec3 brickColor; //< 20
+uniform vec3 mortarColor; //< 21
+uniform float brickMortarWidth; //< 22
+uniform float brickMortarHeight; //< 23
+uniform float mwf; //< 24
+uniform float mhf; //< 25
+
+
+const float specularContribution = 0.7;
+const float diffuseContribution = (1.0 - specularContribution);
+
+void main(void) {
+ vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;
+ Position = vec3(gtf_Vertex);
+ vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal);
+ vec3 lightVec = normalize(LightPosition - vec3(pos));
+ vec3 reflectVec = reflect(lightVec, tnorm);
+ vec3 viewVec = normalize(vec3(pos));
+
+ float f = myAttrib1f + myAttrib2f[0] + myAttrib4f[0]
+ + float(myAttrib1i) + float(myAttrib2i[0]) + float(myAttrib3i[0]) + float(myAttrib4i[0])
+ + float(myAttrib1b) + float(myAttrib2b[0]) + float(myAttrib3b[0]) + float(myAttrib4b[0])
+ + myAttrib2m[0][0] + myAttrib3m[0][0] + myAttrib4m[0][0]
+ + myUniformfv[0] + myUniformfv[1] + myUniformfv[2] + myUniformfv[3] + myUniformfv[4];
+
+ //float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0);
+ float spec = clamp(dot(reflectVec, viewVec), f, 1.0);
+ spec = spec * spec;
+ spec = spec * spec;
+ spec = spec * spec;
+ spec = spec * spec;
+
+ lightIntensity = diffuseContribution * dot(lightVec, tnorm) +
+ specularContribution * spec;
+
+ gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
+}