Index: third_party/webgl/sdk/tests/conformance/more/glsl/arrayOutOfBounds.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/more/glsl/arrayOutOfBounds.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/more/glsl/arrayOutOfBounds.html (working copy) |
@@ -1,273 +0,0 @@ |
-<!DOCTYPE html> |
-<html><head> |
-<meta charset="utf-8"> |
-<!-- |
-Tests for the OpenGL ES 2.0 HTML Canvas context |
- |
-Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> |
- |
-Permission is hereby granted, free of charge, to any person |
-obtaining a copy of this software and associated documentation |
-files (the "Software"), to deal in the Software without |
-restriction, including without limitation the rights to use, |
-copy, modify, merge, publish, distribute, sublicense, and/or sell |
-copies of the Software, and to permit persons to whom the |
-Software is furnished to do so, subject to the following |
-conditions: |
- |
-The above copyright notice and this permission notice shall be |
-included in all copies or substantial portions of the Software. |
- |
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES |
-OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
-NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
-HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
-WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
-FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
-OTHER DEALINGS IN THE SOFTWARE. |
- |
---> |
-<link rel="stylesheet" type="text/css" href="../unit.css" /> |
-<script type="application/x-javascript" src="../unit.js"></script> |
-<script type="application/x-javascript" src="../util.js"></script> |
-<script type="application/x-javascript"> |
- |
-Tests.startUnit = function () { |
- var canvas = document.getElementById('gl'); |
- var gl = canvas.getContext(GL_CONTEXT_ID); |
- return [gl]; |
-} |
- |
-Tests.testOk = function(gl) { |
- var sh = new Filter(gl, 'okvert', 'frag'); |
- assertOk(function(){sh.apply();}); |
- sh.destroy(); |
- |
- var sh = new Filter(gl, 'vert', 'okfrag'); |
- assertOk(function(){sh.apply();}); |
- sh.destroy(); |
- |
- var sh = new Filter(gl, 'vert', 'frag'); |
- assertOk(function(){sh.apply();}); |
- sh.destroy(); |
-} |
- |
-var arr = ['cr', 'cw', 'vr', 'vw']; |
-arr.forEach(function(e){ |
- Tests['test'+e+'vert'] = function(gl) { |
- var sh = new Filter(gl, e+'vert', 'frag'); |
- assertFail(function(){sh.apply();}); |
- sh.destroy(); |
- } |
- Tests['test'+e+'frag'] = function(gl) { |
- var sh = new Filter(gl, 'vert', e+'frag'); |
- assertFail(function(){sh.apply();}); |
- sh.destroy(); |
- } |
-}); |
- |
- |
-</script> |
-<script id="okvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex; |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- gl_Position = vec4(Vertex, x[2]); |
- } |
-</script> |
-<script id="crvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex; |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- gl_Position = vec4(Vertex, x[4]); |
- } |
-</script> |
-<script id="cwvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex; |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- x[4] = Vertex.z; |
- gl_Position = vec4(Vertex, x[4]); |
- } |
-</script> |
-<script id="vrvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex; |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- int idx = 4 * int(max(1.0, Vertex.x*20.0)); |
- gl_Position = vec4(Vertex, x[idx]); |
- } |
-</script> |
-<script id="vwvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex; |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- int idx = 4 * int(max(1.0, Vertex.x*20.0)); |
- x[idx] = Vertex.z; |
- gl_Position = vec4(Vertex, x[idx]); |
- } |
-</script> |
-<script id="vert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex; |
- gl_Position = vec4(Vertex, 0.0); |
- } |
-</script> |
- |
-<script id="okfrag" type="x-shader/x-fragment"> |
- |
- |
- precision mediump float; |
- |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[2]); |
- } |
-</script> |
-<script id="crfrag" type="x-shader/x-fragment"> |
- |
- |
- precision mediump float; |
- |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]); |
- } |
-</script> |
-<script id="cwfrag" type="x-shader/x-fragment"> |
- |
- |
- precision mediump float; |
- |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- |
- x[4] = 6.0; |
- gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]); |
- } |
-</script> |
-<script id="vrfrag" type="x-shader/x-fragment"> |
- |
- |
- precision mediump float; |
- |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- |
- int idx = 4 * int(max(1.0, TexCoord.x*20.0)); |
- gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]); |
- } |
-</script> |
-<script id="vwfrag" type="x-shader/x-fragment"> |
- |
- |
- precision mediump float; |
- |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- float x[3]; |
- x[0] = 1.0; |
- x[1] = 2.0; |
- x[2] = 3.0; |
- |
- int idx = 4 * int(max(1.0, TexCoord.x*20.0)); |
- x[idx] = 6.0; |
- gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]); |
- } |
-</script> |
-<script id="frag" type="x-shader/x-fragment"> |
- |
- |
- precision mediump float; |
- |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- gl_FragColor = vec4(1.0, 0.0, TexCoord.s, 1.0); |
- } |
-</script> |
- |
- |
-<style>canvas{ position:absolute; }</style> |
-</head><body> |
- <canvas id="gl" width="16" height="16"></canvas> |
-</body></html> |