Index: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-for-loop.html |
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--- third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-for-loop.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-for-loop.html (revision 0) |
@@ -0,0 +1,81 @@ |
+<!-- |
+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="fragmentShader" type="text/something-not-javascript"> |
+// fragment shader with for loop should succeed |
+ |
+// TODO(gman): trim to min size to test bug. |
+precision highp float; |
+uniform float time; |
+uniform vec2 resolution; |
+ |
+// Saw-tooth function that is synced with the demo music (128bpm) |
+float gBeat=fract(time*3.2/3.); |
+ |
+// Calculate the surface color |
+vec3 surfColor(vec2 p) |
+{ |
+ vec2 q=vec2(sin(.08*p.x),4.*p.y); |
+ vec3 c=vec3(0); |
+ for(float i=0.;i<15.;i++) |
+ c+=(1.+sin(i*sin(time)+vec3(0.,1.3,2.2)))*.2/length(q-vec2(sin(i),12.*sin(.3*time+i))); |
+ return c+vec3(mix(mod(floor(p.x*.2)+floor(p.y*2.2),2.),.2,gBeat)); |
+} |
+ |
+// Ray trace (cylinder) |
+vec3 trace(vec3 o,vec3 d) |
+{ |
+ d.y*=.65+.1*sin(.5*time); |
+ float D=1./(d.y*d.y+d.z*d.z), |
+ a=(o.y*d.y+o.z*d.z)*D, |
+ b=(o.y*o.y+o.z*o.z-36.)*D, |
+ t=-a-sqrt(a*a-b); |
+ o+=t*d; |
+ return surfColor(vec2(o.x,atan(o.y,o.z)))*(1.+.01*t); |
+} |
+ |
+void main() |
+{ |
+ // Screen setup |
+ vec2 p=(2.*gl_FragCoord.xy-resolution)/resolution.y, |
+ q=2.*gl_FragCoord.xy/resolution-1.; |
+ |
+ // Camera setup |
+ vec3 cp=vec3(-time*20.+1.,1.6*sin(time*1.2),2.+2.*cos(time*.3)), |
+ ct=cp+vec3(1.,.3*cos(time),-.2), |
+ cd=normalize(ct-cp), |
+ cr=normalize(cross(cd,vec3(.5*cos(.3*time),0.,1.))), |
+ cu=cross(cr,cd), |
+ rd=normalize(2.*cd+cr*p.x+cu*p.y); |
+ |
+ // Trace! (+some funky lens/raster effects) |
+ vec3 c=trace(cp,rd)* |
+ min(1.,1.8-dot(q,q))* |
+ (.9+.1*sin(3.*sin(gBeat)*gl_FragCoord.y)); |
+ |
+ gl_FragColor=vec4(c,1); |
+} |
+</script> |
+<script> |
+GLSLConformanceTester.runTest(); |
+successfullyParsed = true; |
+</script> |
+</body> |
+</html> |
+ |
+ |
Property changes on: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-for-loop.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |