Index: third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/uniformOutOfBounds.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/uniformOutOfBounds.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/uniformOutOfBounds.html (working copy) |
@@ -1,223 +0,0 @@ |
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> |
-<html><head> |
-<!-- |
-Tests for the OpenGL ES 2.0 HTML Canvas context |
- |
-Copyright (C) 2009 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. |
- |
---> |
-<meta http-equiv="content-type" content="text/html; charset=UTF-8"> |
-<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]; |
-} |
- |
-var arr = ['cr', 'cw', 'vr', 'vw', 'tvw']; |
-arr.forEach(function(e){ |
- Tests['test'+e+'vert'] = function(gl) { |
- var sh = new Filter(gl, e+'vert', 'frag'); |
- assertFail(function(){sh.apply(function(f){ |
- f.uniform3fv('x', [0.0, 1.0, 2.0]); |
- throwError(e+"vert"); |
- });}); |
- sh.destroy(); |
- } |
- Tests['test'+e+'frag'] = function(gl) { |
- var sh = new Filter(gl, 'vert', e+'frag'); |
- assertFail(function(){sh.apply(function(f){ |
- f.uniform3fv('x', [0.0, 1.0, 2.0]); |
- throwError(e+"frag"); |
- });}); |
- sh.destroy(); |
- } |
-}); |
- |
-</script> |
-<script id="crvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- uniform float x[3]; |
- void main() |
- { |
- gl_Position = vec4(Vertex.st, Tex.s, x[4]); |
- } |
-</script> |
-<script id="cwvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- uniform float x[3]; |
- void main() |
- { |
- x[4] = Vertex.z; |
- gl_Position = vec4(Vertex.st, Tex.s, x[4]); |
- } |
-</script> |
-<script id="vrvert" type="x-shader/x-vertex"> |
- |
- |
- uniform float x[3]; |
- attribute vec3 Vertex; attribute vec2 Tex; |
- void main() |
- { |
- float idx = 40.0 * max(1.0, Vertex.x*20.0); |
- gl_Position = vec4(Vertex, x[2] + Tex.s + x[int(idx)]); |
- } |
-</script> |
-<script id="vwvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- uniform float x[3]; |
- void main() |
- { |
- int idx = 4 * int(max(1.0, Vertex.x*20.0)); |
- x[idx] = Vertex.z; |
- gl_Position = vec4(Vertex.st, Tex.s, x[idx]); |
- } |
-</script> |
-<script id="tvwvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- uniform float x[3]; |
- void main() |
- { |
- int idx = 4 * int(max(1.0, Vertex.x*20.0)); |
- x[2] = Vertex[idx]; |
- gl_Position = vec4(Vertex.st, Tex.s, x[2]); |
- } |
-</script> |
-<script id="vert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Vertex.st; |
- gl_Position = vec4(Vertex, Tex.s); |
- } |
-</script> |
- |
-<script id="crfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- uniform float x[3]; |
- |
- varying vec2 TexCoord; |
- void main() |
- { |
- gl_FragColor = vec4(1.0, 0.0, 0.0, x[4]); |
- } |
-</script> |
-<script id="cwfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- uniform float x[3]; |
- |
- varying vec2 TexCoord; |
- void main() |
- { |
- x[4] = 6.0; |
- gl_FragColor = vec4(1.0, 0.0, 0.0, x[4]); |
- } |
-</script> |
-<script id="vrfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- uniform float x[3]; |
- |
- varying vec2 TexCoord; |
- void main() |
- { |
- int idx = 4 * int(max(1.0, TexCoord.s*20.0)); |
- gl_FragColor = vec4(1.0, 0.0, 0.0, x[idx]); |
- } |
-</script> |
-<script id="vwfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- uniform float x[3]; |
- |
- varying vec2 TexCoord; |
- void main() |
- { |
- int idx = 4 * int(max(1.0, TexCoord.s*20.0)); |
- x[idx] = 6.0; |
- gl_FragColor = vec4(1.0, 0.0, 0.0, x[idx]); |
- } |
-</script> |
-<script id="tvwfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- uniform float x[3]; |
- |
- varying vec2 TexCoord; |
- void main() |
- { |
- int idx = 4 * int(max(1.0, TexCoord.s*20.0)); |
- x[2] = TexCoord[idx]; |
- gl_FragColor = vec4(1.0, 0.0, 0.0, x[2]); |
- } |
-</script> |
-<script id="frag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- void main() |
- { |
- gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
- } |
-</script> |
- |
- |
-<style>canvas{ position:absolute; }</style> |
-</head><body> |
- <canvas id="gl" width="1" height="1"></canvas> |
-</body></html> |