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| 1 <!-- |
| 2 |
| 3 /* |
| 4 ** Copyright (c) 2012 The Khronos Group Inc. |
| 5 ** |
| 6 ** Permission is hereby granted, free of charge, to any person obtaining a |
| 7 ** copy of this software and/or associated documentation files (the |
| 8 ** "Materials"), to deal in the Materials without restriction, including |
| 9 ** without limitation the rights to use, copy, modify, merge, publish, |
| 10 ** distribute, sublicense, and/or sell copies of the Materials, and to |
| 11 ** permit persons to whom the Materials are furnished to do so, subject to |
| 12 ** the following conditions: |
| 13 ** |
| 14 ** The above copyright notice and this permission notice shall be included |
| 15 ** in all copies or substantial portions of the Materials. |
| 16 ** |
| 17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| 20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| 21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| 22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| 23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| 24 */ |
| 25 |
| 26 --> |
| 27 |
| 28 <!DOCTYPE html> |
| 29 <html> |
| 30 <head> |
| 31 <meta charset="utf-8"> |
| 32 <title>WebGL GLSL Conformance Tests</title> |
| 33 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| 34 <link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/> |
| 35 <script src="../../../resources/js-test-pre.js"></script> |
| 36 <script src="../../resources/webgl-test-utils.js"></script> |
| 37 <script src="../../resources/glsl-conformance-test.js"></script> |
| 38 </head> |
| 39 <body> |
| 40 <div id="description"></div> |
| 41 <div id="console"></div> |
| 42 <script id="fragmentShader" type="text/something-not-javascript"> |
| 43 // fragment shader with for loop should succeed |
| 44 |
| 45 // TODO(gman): trim to min size to test bug. |
| 46 precision highp float; |
| 47 uniform float time; |
| 48 uniform vec2 resolution; |
| 49 |
| 50 // Saw-tooth function that is synced with the demo music (128bpm) |
| 51 float gBeat=fract(time*3.2/3.); |
| 52 |
| 53 // Calculate the surface color |
| 54 vec3 surfColor(vec2 p) |
| 55 { |
| 56 vec2 q=vec2(sin(.08*p.x),4.*p.y); |
| 57 vec3 c=vec3(0); |
| 58 for(float i=0.;i<15.;i++) |
| 59 c+=(1.+sin(i*sin(time)+vec3(0.,1.3,2.2)))*.2/length(q-vec2(sin(i),12.*sin(
.3*time+i))); |
| 60 return c+vec3(mix(mod(floor(p.x*.2)+floor(p.y*2.2),2.),.2,gBeat)); |
| 61 } |
| 62 |
| 63 // Ray trace (cylinder) |
| 64 vec3 trace(vec3 o,vec3 d) |
| 65 { |
| 66 d.y*=.65+.1*sin(.5*time); |
| 67 float D=1./(d.y*d.y+d.z*d.z), |
| 68 a=(o.y*d.y+o.z*d.z)*D, |
| 69 b=(o.y*o.y+o.z*o.z-36.)*D, |
| 70 t=-a-sqrt(a*a-b); |
| 71 o+=t*d; |
| 72 return surfColor(vec2(o.x,atan(o.y,o.z)))*(1.+.01*t); |
| 73 } |
| 74 |
| 75 void main() |
| 76 { |
| 77 // Screen setup |
| 78 vec2 p=(2.*gl_FragCoord.xy-resolution)/resolution.y, |
| 79 q=2.*gl_FragCoord.xy/resolution-1.; |
| 80 |
| 81 // Camera setup |
| 82 vec3 cp=vec3(-time*20.+1.,1.6*sin(time*1.2),2.+2.*cos(time*.3)), |
| 83 ct=cp+vec3(1.,.3*cos(time),-.2), |
| 84 cd=normalize(ct-cp), |
| 85 cr=normalize(cross(cd,vec3(.5*cos(.3*time),0.,1.))), |
| 86 cu=cross(cr,cd), |
| 87 rd=normalize(2.*cd+cr*p.x+cu*p.y); |
| 88 |
| 89 // Trace! (+some funky lens/raster effects) |
| 90 vec3 c=trace(cp,rd)* |
| 91 min(1.,1.8-dot(q,q))* |
| 92 (.9+.1*sin(3.*sin(gBeat)*gl_FragCoord.y)); |
| 93 |
| 94 gl_FragColor=vec4(c,1); |
| 95 } |
| 96 </script> |
| 97 <script> |
| 98 GLSLConformanceTester.runTest(); |
| 99 successfullyParsed = true; |
| 100 </script> |
| 101 </body> |
| 102 </html> |
| 103 |
| 104 |
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