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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>GLSL struct containing an array of samplers passed into a user-defined function</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>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<canvas id="output" style="border: none;" width="64" height="64"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="fshaderSampler" type="x-shader/x-fragment">
precision mediump float;
struct S {
sampler2D sam[2];
};
uniform S uni;
vec4 useSampler(S arg)
{
return texture2D(arg.sam[0], vec2(0.0, 0.0));
}
void main() {
gl_FragColor = vec4(useSampler(uni));
}
</script>
<script type="application/javascript">
"use strict";
description();
var wtu = WebGLTestUtils;
var canvas = document.getElementById("output");
var gl = wtu.create3DContext(canvas);
if (!gl) {
testFailed("Could not create a GL context.");
} else {
debug("Drawing with a shader that uses a sampler array in a struct passed into a function.");
var program = wtu.setupProgram(
gl, [wtu.simpleVertexShader, 'fshaderSampler'], ['a_position'], [0], true);
wtu.setupUnitQuad(gl);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
wtu.fillTexture(gl, tex, 1, 1, [0, 255, 0, 255]);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>
|