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Unified Diff: third_party/webgl/sdk/tests/conformance/glsl/misc/shared.html

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/sdk/tests/conformance/glsl/misc/shared.html
===================================================================
--- third_party/webgl/sdk/tests/conformance/glsl/misc/shared.html (revision 121077)
+++ third_party/webgl/sdk/tests/conformance/glsl/misc/shared.html (working copy)
@@ -1,149 +0,0 @@
-<!--
-Copyright (c) 2011 The Chromium Authors. All rights reserved.
-Use of this source code is governed by a BSD-style license that can be
-found in the LICENSE file.
--->
-<!DOCTYPE html>
-<html>
-<head>
-<meta charset="utf-8">
-<title>WebGL GLSL Conformance Tests</title>
-<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
-<script src="../../../resources/js-test-pre.js"></script>
-<script src="../../resources/webgl-test-utils.js"></script>
-<script src="../../resources/glsl-conformance-test.js"></script>
-</head>
-<body>
-<div id="description"></div>
-<div id="console"></div>
-<script id="sharedVertexShader" type="text/something-not-javascript">
-// shared vertex shader should succeed.
-uniform mat4 viewProjection;
-uniform vec3 worldPosition;
-uniform vec3 nextPosition;
-uniform float fishLength;
-uniform float fishWaveLength;
-uniform float fishBendAmount;
-attribute vec4 position;
-attribute vec2 texCoord;
-varying vec4 v_position;
-varying vec2 v_texCoord;
-varying vec3 v_surfaceToLight;
-void main() {
- vec3 vz = normalize(worldPosition - nextPosition);
- vec3 vx = normalize(cross(vec3(0,1,0), vz));
- vec3 vy = cross(vz, vx);
- mat4 orientMat = mat4(
- vec4(vx, 0),
- vec4(vy, 0),
- vec4(vz, 0),
- vec4(worldPosition, 1));
- mat4 world = orientMat;
- mat4 worldViewProjection = viewProjection * world;
- mat4 worldInverseTranspose = world;
-
- v_texCoord = texCoord;
- // NOTE:If you change this you need to change the laser code to match!
- float mult = position.z > 0.0 ?
- (position.z / fishLength) :
- (-position.z / fishLength * 2.0);
- float s = sin(mult * fishWaveLength);
- float a = sign(s);
- float offset = pow(mult, 2.0) * s * fishBendAmount;
- v_position = (
- worldViewProjection *
- (position +
- vec4(offset, 0, 0, 0)));
- v_surfaceToLight = (world * position).xyz;
- gl_Position = v_position;
-}
-</script>
-<script id="fragmentShaderA" type="text/something-not-javascript">
-// shared fragment shader should succeed.
-precision mediump float;
-uniform vec4 lightColor;
-varying vec4 v_position;
-varying vec2 v_texCoord;
-varying vec3 v_surfaceToLight;
-
-uniform vec4 ambient;
-uniform sampler2D diffuse;
-uniform vec4 specular;
-uniform float shininess;
-uniform float specularFactor;
-// #fogUniforms
-
-vec4 lit(float l ,float h, float m) {
- return vec4(1.0,
- max(l, 0.0),
- (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
- 1.0);
-}
-void main() {
- vec4 diffuseColor = texture2D(diffuse, v_texCoord);
- vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap
- vec3 surfaceToLight = normalize(v_surfaceToLight);
- vec3 halfVector = normalize(surfaceToLight);
- vec4 litR = lit(1.0, 1.0, shininess);
- vec4 outColor = vec4(
- (lightColor * (diffuseColor * litR.y + diffuseColor * ambient +
- specular * litR.z * specularFactor * normalSpec.a)).rgb,
- diffuseColor.a);
- // #fogCode
- gl_FragColor = outColor;
-}
-</script>
-<script id="fragmentShaderB" type="text/something-not-javascript">
-// shared fragment shader should succeed.
-precision mediump float;
-varying vec4 v_position;
-varying vec2 v_texCoord;
-varying vec3 v_surfaceToLight;
-
-// #fogUniforms
-
-vec4 lit(float l ,float h, float m) {
- return vec4(1.0,
- max(l, 0.0),
- (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
- 1.0);
-}
-void main() {
- vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap
- vec4 reflection = vec4(0,0,0,0); // #noReflection
- vec3 surfaceToLight = normalize(v_surfaceToLight);
- vec4 skyColor = vec4(0.5,0.5,1,1); // #noReflection
-
- vec3 halfVector = normalize(surfaceToLight);
- vec4 litR = lit(1.0, 1.0, 10.0);
- vec4 outColor = vec4(mix(
- skyColor,
- vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a),
- 1.0 - reflection.r).rgb,
- 1.0);
- // #fogCode
- gl_FragColor = outColor;
-}
-</script>
-<script>
-GLSLConformanceTester.runTests([
- { vShaderSource: document.getElementById("sharedVertexShader").text,
- vShaderSuccess: true,
- fShaderSource: document.getElementById("fragmentShaderA").text,
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'shared fragment shader should succeed',
- },
- { vShaderSource: document.getElementById("sharedVertexShader").text,
- vShaderSuccess: true,
- fShaderSource: document.getElementById("fragmentShaderB").text,
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'shared fragment shader should succeed',
- }
-]);
-successfullyParsed = true;
-</script>
-</body>
-</html>
-

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