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<!DOCTYPE HTML>
<html>
  <head>
    <meta charset='UTF-8'/>
    <script src='/tests/SimpleTest/SimpleTest.js'></script>
    <link rel='stylesheet' href='/tests/SimpleTest/test.css'>
    <script src='../webgl-util.js'></script>
    <script id='vs' type='x-shader/x-vertex'>

attribute vec2 aPosition;

void main(void) {
  gl_PointSize = 16.0;
  gl_Position = vec4(aPosition, 0, 1);
}

    </script>
    <script id='fs' type='x-shader/x-fragment'>

precision mediump float;

uniform vec4 uColor;

void main(void) {
  gl_FragColor = uColor;
}

    </script>
  </head>
  <body>
    <script>

function GetPixel(gl, x, y) {
  var pixel = new Uint8Array(4);
  gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
  return pixel;
}

function ColorStr(arr) {
  return '{' + arr.map(function(x) { return '' + x; }).join(', ') + '}';
}

function PixelShouldBe(gl, x, y, ref, prefix) {
  if (prefix) {
    prefix += ': ';
  }

  var test = GetPixel(gl, x, y);

  var testStr = ColorStr(test);
  var refStr = ColorStr(ref.map(value => value * 255));
  ok(testStr == refStr, prefix + 'Should be ' + refStr + ', was ' + testStr + '.');
}

function GetProgram(gl) {
  var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');

  prog.aPosition = gl.getAttribLocation(prog, 'aPosition');
  ok(prog.aPosition >= 0, '`aPosition` should be valid.');

  prog.uColor = gl.getUniformLocation(prog, 'uColor');
  ok(prog.uColor, '`uColor` should be valid.');

  return prog;
}

// Give ourselves a scope to return early from:
(function () {
  var c = document.createElement('canvas');
  document.body.appendChild(c);
  var gl = c.getContext('webgl', { depth: false, antialias: false });
  if (!gl) {
    todo(false, 'WebGL is unavailable.');
    return;
  }

  ////////

  // With default culling, it works fine.
  // The problem seems to be that the virtual quads generated from points are wound 'backwards'.
  gl.enable(gl.CULL_FACE);
  gl.cullFace(gl.BACK); // Cull back faces.

  ////////

  var vertArr = new Float32Array([
    -1, -1,
    +1, -1,
    -1, +1,
  ]);

  var vbo = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  gl.bufferData(gl.ARRAY_BUFFER, vertArr, gl.STATIC_DRAW);

  ////////

  var triProg = GetProgram(gl);
  var pointProg = GetProgram(gl);
  if (!triProg || !pointProg) {
    ok(false, 'Program linking should succeed.');
    return;
  }

  ok(triProg.aPosition == pointProg.aPosition, 'aPosition should match.');
  gl.enableVertexAttribArray(triProg.aPosition);
  gl.vertexAttribPointer(triProg.aPosition, 2, gl.FLOAT, false, 0, 0);

  ////////

  gl.useProgram(triProg);
  var triColor = [1, 0, 0, 1];
  gl.uniform4fv(triProg.uColor, triColor);

  gl.useProgram(pointProg);
  var pointColor = [0, 1, 0, 1];
  gl.uniform4fv(pointProg.uColor, pointColor);

  ////////

  gl.clearColor(0, 0, 0, 1);
  gl.clear(gl.COLOR_BUFFER_BIT);

  gl.useProgram(triProg);
  gl.drawArrays(gl.TRIANGLES, 0, 3);

  gl.useProgram(pointProg);
  gl.drawArrays(gl.POINTS, 0, 3);

  ////////

  PixelShouldBe(gl, 32, 32, triColor, 'Tri');
  PixelShouldBe(gl, 0, 0, pointColor, 'Point');

  ok(true, 'Test complete');
})();

    </script>
  </body>
</html>