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Unified Diff: third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/uniformOutOfBounds.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/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>

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