Index: third_party/webgl/sdk/tests/conformance/resources/matUniformShader.vert |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/resources/matUniformShader.vert (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/resources/matUniformShader.vert (working copy) |
@@ -1,40 +0,0 @@ |
-/* |
- * Copyright (c) 2009 The Chromium Authors. All rights reserved. |
- * |
- * Redistribution and use in source and binary forms, with or without |
- * modification, are permitted provided that the following conditions are |
- * met: |
- * |
- * * Redistributions of source code must retain the above copyright |
- * notice, this list of conditions and the following disclaimer. |
- * * Redistributions in binary form must reproduce the above |
- * copyright notice, this list of conditions and the following disclaimer |
- * in the documentation and/or other materials provided with the |
- * distribution. |
- * * Neither the name of Google Inc. nor the names of its |
- * contributors may be used to endorse or promote products derived from |
- * this software without specific prior written permission. |
- * |
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
- * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
- * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
- * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
- * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
- * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
- * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
- * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
- * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
- */ |
- |
-uniform mat2 mval2; |
-uniform mat3 mval3; |
-uniform mat4 mval4; |
- |
-void main() |
-{ |
- gl_Position = vec4(mval2 * vec2(1.0, 2.0), 0.0, 0.0) |
- + vec4(mval3 * vec3(1.0, 2.0, 3.0), 0.0) |
- + mval4 * vec4(1.0, 2.0, 3.0, 4.0); |
-} |