browser/devtools/shadereditor/test/doc_overlapping-geometry.html

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

michael@0 1 <!-- Any copyright is dedicated to the Public Domain.
michael@0 2 http://creativecommons.org/publicdomain/zero/1.0/ -->
michael@0 3 <!doctype html>
michael@0 4
michael@0 5 <html>
michael@0 6 <head>
michael@0 7 <meta charset="utf-8"/>
michael@0 8 <title>WebGL editor test page</title>
michael@0 9
michael@0 10 <script id="shader-vs" type="x-shader/x-vertex">
michael@0 11 precision lowp float;
michael@0 12 attribute vec3 aVertexPosition;
michael@0 13 uniform float uDepth;
michael@0 14
michael@0 15 void main(void) {
michael@0 16 gl_Position = vec4(aVertexPosition, uDepth);
michael@0 17 }
michael@0 18 </script>
michael@0 19
michael@0 20 <script id="shader-fs-0" type="x-shader/x-fragment">
michael@0 21 precision lowp float;
michael@0 22
michael@0 23 void main(void) {
michael@0 24 gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
michael@0 25 }
michael@0 26 </script>
michael@0 27
michael@0 28 <script id="shader-fs-1" type="x-shader/x-fragment">
michael@0 29 precision lowp float;
michael@0 30
michael@0 31 void main(void) {
michael@0 32 gl_FragColor = vec4(0.0, 1.0, 1.0, 1.0);
michael@0 33 }
michael@0 34 </script>
michael@0 35 </head>
michael@0 36
michael@0 37 <body>
michael@0 38 <canvas id="canvas" width="128" height="128"></canvas>
michael@0 39
michael@0 40 <script type="text/javascript;version=1.8">
michael@0 41 "use strict";
michael@0 42
michael@0 43 let canvas, gl;
michael@0 44 let program = [];
michael@0 45 let squareVerticesPositionBuffer;
michael@0 46 let vertexPositionAttribute = [];
michael@0 47 let depthUniform = [];
michael@0 48
michael@0 49 window.onload = function() {
michael@0 50 canvas = document.querySelector("canvas");
michael@0 51 gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
michael@0 52 gl.clearColor(0.0, 0.0, 0.0, 1.0);
michael@0 53
michael@0 54 initProgram(0);
michael@0 55 initProgram(1);
michael@0 56 initBuffers();
michael@0 57 drawScene();
michael@0 58 }
michael@0 59
michael@0 60 function initProgram(i) {
michael@0 61 let vertexShader = getShader("shader-vs");
michael@0 62 let fragmentShader = getShader("shader-fs-" + i);
michael@0 63
michael@0 64 program[i] = gl.createProgram();
michael@0 65 gl.attachShader(program[i], vertexShader);
michael@0 66 gl.attachShader(program[i], fragmentShader);
michael@0 67 gl.linkProgram(program[i]);
michael@0 68
michael@0 69 vertexPositionAttribute[i] = gl.getAttribLocation(program[i], "aVertexPosition");
michael@0 70 gl.enableVertexAttribArray(vertexPositionAttribute[i]);
michael@0 71
michael@0 72 depthUniform[i] = gl.getUniformLocation(program[i], "uDepth");
michael@0 73 }
michael@0 74
michael@0 75 function getShader(id) {
michael@0 76 let script = document.getElementById(id);
michael@0 77 let source = script.textContent;
michael@0 78 let shader;
michael@0 79
michael@0 80 if (script.type == "x-shader/x-fragment") {
michael@0 81 shader = gl.createShader(gl.FRAGMENT_SHADER);
michael@0 82 } else if (script.type == "x-shader/x-vertex") {
michael@0 83 shader = gl.createShader(gl.VERTEX_SHADER);
michael@0 84 }
michael@0 85
michael@0 86 gl.shaderSource(shader, source);
michael@0 87 gl.compileShader(shader);
michael@0 88
michael@0 89 return shader;
michael@0 90 }
michael@0 91
michael@0 92 function initBuffers() {
michael@0 93 squareVerticesPositionBuffer = gl.createBuffer();
michael@0 94 gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
michael@0 95 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
michael@0 96 1.0, 1.0, 0.0,
michael@0 97 -1.0, 1.0, 0.0,
michael@0 98 1.0, -1.0, 0.0,
michael@0 99 -1.0, -1.0, 0.0
michael@0 100 ]), gl.STATIC_DRAW);
michael@0 101 }
michael@0 102
michael@0 103 function drawScene() {
michael@0 104 gl.clear(gl.COLOR_BUFFER_BIT);
michael@0 105
michael@0 106 for (let i = 0; i < 2; i++) {
michael@0 107 gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
michael@0 108 gl.vertexAttribPointer(vertexPositionAttribute[i], 3, gl.FLOAT, false, 0, 0);
michael@0 109
michael@0 110 gl.useProgram(program[i]);
michael@0 111 gl.uniform1f(depthUniform[i], i + 1);
michael@0 112 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
michael@0 113 }
michael@0 114
michael@0 115 window.requestAnimationFrame(drawScene);
michael@0 116 }
michael@0 117 </script>
michael@0 118 </body>
michael@0 119
michael@0 120 </html>

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