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<!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>