Index: third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/longLoops.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/longLoops.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/more/glsl/longLoops.html (working copy) |
@@ -1,260 +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]; |
-} |
- |
-Tests.autorun = false; |
-Tests.message = "Caution: might hang your GPU" |
- |
-var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable']; |
-arr.forEach(function(e){ |
- Tests['test'+e+'vert'] = function(gl) { |
- var sh = new Filter(gl, e+'vert', 'frag'); |
- assertOk(function(){ |
- sh.apply(); |
- }); |
- sh.destroy(); |
- } |
- Tests['test'+e+'frag'] = function(gl) { |
- var sh = new Filter(gl, 'vert', e+'frag'); |
- assertOk(function(){ |
- sh.apply(); |
- }); |
- sh.destroy(); |
- } |
-}); |
- |
-Tests.testMandelbrot = function(gl) { |
- gl.disable(gl.DEPTH_TEST); |
- var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag'); |
- sh.apply(function(s){ |
- s.uniform1f('z', 0.15); |
- s.uniform1f('x', -1.25); |
- }); |
- for (var i=0; i<256; i++) { |
- sh.apply(); |
- } |
- sh.destroy(); |
-} |
- |
-</script> |
-<script id="identity-vert" type="x-shader/x-vertex"> |
- |
- attribute vec3 Vertex; |
- attribute vec2 Tex; |
- |
- varying vec2 texCoord0; |
- void main() |
- { |
- texCoord0 = vec2(Tex.s, Tex.t); |
- gl_Position = vec4(Vertex, 1.0); |
- } |
-</script> |
-<script id="mandelbrot-frag" type="x-shader/x-fragment"> |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- |
- uniform float x,y,z; |
- varying vec2 texCoord0; |
- vec4 iter_z(float cr, float ci) { |
- int i; |
- float nzr, nzi, zr = 0.0, zi = 0.0; |
- vec4 color = vec4(0.0); |
- for (i=0; i<2500; i++) { |
- nzr = zr * zr - zi * zi + cr; |
- nzi = 2.0 * zr * zi + ci; |
- zr = nzr; |
- zi = nzi; |
- } |
- color = vec4(zi); |
- color.a = 1.0; |
- return color; |
- } |
- |
- void main() |
- { |
- gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.0)); |
- } |
-</script> |
-<script id="whiletruevert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- float z = 1.0; |
- while(true) { z += 0.1; z *= 0.995; } |
- TexCoord = Tex.st; |
- gl_Position = vec4(Vertex, z); |
- } |
-</script> |
-<script id="loop100Mvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- int i; |
- float z = 1.0; |
- for (i = 0; i<1000000000; i++) { |
- z += 0.1; z *= 0.995; |
- } |
- TexCoord = Tex.st; |
- gl_Position = vec4(Vertex, z); |
- } |
-</script> |
-<script id="loopCompvert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- float z = 1.0; |
- while(z > 0.0) { z += 0.1; z *= 0.995; } |
- TexCoord = Tex.st; |
- gl_Position = vec4(Vertex, z); |
- } |
-</script> |
-<script id="variablevert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- varying vec2 TexCoord; |
- |
- void main() |
- { |
- float z = 1.0; |
- while(z > Vertex.z) { z += 0.1; z *= 0.995; } |
- TexCoord = Tex.st; |
- gl_Position = vec4(Vertex, z); |
- } |
-</script> |
-<script id="vert" type="x-shader/x-vertex"> |
- |
- |
- attribute vec3 Vertex; attribute vec2 Tex; |
- varying vec2 TexCoord; |
- void main() |
- { |
- TexCoord = Tex.st; |
- gl_Position = vec4(Vertex, 0.0); |
- } |
-</script> |
- |
-<script id="whiletruefrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- varying vec2 TexCoord; |
- void main() |
- { |
- float z = 1.0; |
- while(true) { z += 0.1; z *= 0.995; } |
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
- } |
-</script> |
-<script id="loop100Mfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- varying vec2 TexCoord; |
- void main() |
- { |
- int i; |
- float z = 1.0; |
- for (i = 0; i<1000000000; i++) { |
- z += 0.1; z *= 0.995; |
- } |
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
- } |
-</script> |
-<script id="loopCompfrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- varying vec2 TexCoord; |
- void main() |
- { |
- float z = TexCoord.s; |
- while(z > 0.0) { z += 0.1; z *= 0.995; } |
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
- } |
-</script> |
-<script id="variablefrag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- varying vec2 TexCoord; |
- void main() |
- { |
- float z = 1.0; |
- while(z > TexCoord.s) { z += 0.1; z *= 0.995; } |
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z); |
- } |
-</script> |
-<script id="frag" type="x-shader/x-fragment"> |
- |
- |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- varying vec2 TexCoord; |
- void main() |
- { |
- gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0); |
- } |
-</script> |
- |
- |
-<style>canvas{ position:absolute; }</style> |
-</head><body> |
- <canvas id="gl" width="512" height="512"></canvas> |
-</body></html> |