Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2011 The Chromium Authors. All rights reserved. |
michael@0 | 3 | Use of this source code is governed by a BSD-style license that can be |
michael@0 | 4 | found in the LICENSE file. |
michael@0 | 5 | --> |
michael@0 | 6 | <!DOCTYPE html> |
michael@0 | 7 | <html> |
michael@0 | 8 | <head> |
michael@0 | 9 | <meta charset="utf-8"> |
michael@0 | 10 | <title>WebGL GLSL Conformance Tests</title> |
michael@0 | 11 | <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
michael@0 | 12 | <link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/> |
michael@0 | 13 | <script src="../../../resources/js-test-pre.js"></script> |
michael@0 | 14 | <script src="../../resources/webgl-test-utils.js"></script> |
michael@0 | 15 | <script src="../../resources/glsl-conformance-test.js"></script> |
michael@0 | 16 | </head> |
michael@0 | 17 | <body> |
michael@0 | 18 | <div id="description"></div> |
michael@0 | 19 | <div id="console"></div> |
michael@0 | 20 | <script id="sharedVertexShader" type="text/something-not-javascript"> |
michael@0 | 21 | // shared vertex shader should succeed. |
michael@0 | 22 | uniform mat4 viewProjection; |
michael@0 | 23 | uniform vec3 worldPosition; |
michael@0 | 24 | uniform vec3 nextPosition; |
michael@0 | 25 | uniform float fishLength; |
michael@0 | 26 | uniform float fishWaveLength; |
michael@0 | 27 | uniform float fishBendAmount; |
michael@0 | 28 | attribute vec4 position; |
michael@0 | 29 | attribute vec2 texCoord; |
michael@0 | 30 | varying vec4 v_position; |
michael@0 | 31 | varying vec2 v_texCoord; |
michael@0 | 32 | varying vec3 v_surfaceToLight; |
michael@0 | 33 | void main() { |
michael@0 | 34 | vec3 vz = normalize(worldPosition - nextPosition); |
michael@0 | 35 | vec3 vx = normalize(cross(vec3(0,1,0), vz)); |
michael@0 | 36 | vec3 vy = cross(vz, vx); |
michael@0 | 37 | mat4 orientMat = mat4( |
michael@0 | 38 | vec4(vx, 0), |
michael@0 | 39 | vec4(vy, 0), |
michael@0 | 40 | vec4(vz, 0), |
michael@0 | 41 | vec4(worldPosition, 1)); |
michael@0 | 42 | mat4 world = orientMat; |
michael@0 | 43 | mat4 worldViewProjection = viewProjection * world; |
michael@0 | 44 | mat4 worldInverseTranspose = world; |
michael@0 | 45 | |
michael@0 | 46 | v_texCoord = texCoord; |
michael@0 | 47 | // NOTE:If you change this you need to change the laser code to match! |
michael@0 | 48 | float mult = position.z > 0.0 ? |
michael@0 | 49 | (position.z / fishLength) : |
michael@0 | 50 | (-position.z / fishLength * 2.0); |
michael@0 | 51 | float s = sin(mult * fishWaveLength); |
michael@0 | 52 | float a = sign(s); |
michael@0 | 53 | float offset = pow(mult, 2.0) * s * fishBendAmount; |
michael@0 | 54 | v_position = ( |
michael@0 | 55 | worldViewProjection * |
michael@0 | 56 | (position + |
michael@0 | 57 | vec4(offset, 0, 0, 0))); |
michael@0 | 58 | v_surfaceToLight = (world * position).xyz; |
michael@0 | 59 | gl_Position = v_position; |
michael@0 | 60 | } |
michael@0 | 61 | </script> |
michael@0 | 62 | <script id="fragmentShaderA" type="text/something-not-javascript"> |
michael@0 | 63 | // shared fragment shader should succeed. |
michael@0 | 64 | precision mediump float; |
michael@0 | 65 | uniform vec4 lightColor; |
michael@0 | 66 | varying vec4 v_position; |
michael@0 | 67 | varying vec2 v_texCoord; |
michael@0 | 68 | varying vec3 v_surfaceToLight; |
michael@0 | 69 | |
michael@0 | 70 | uniform vec4 ambient; |
michael@0 | 71 | uniform sampler2D diffuse; |
michael@0 | 72 | uniform vec4 specular; |
michael@0 | 73 | uniform float shininess; |
michael@0 | 74 | uniform float specularFactor; |
michael@0 | 75 | // #fogUniforms |
michael@0 | 76 | |
michael@0 | 77 | vec4 lit(float l ,float h, float m) { |
michael@0 | 78 | return vec4(1.0, |
michael@0 | 79 | max(l, 0.0), |
michael@0 | 80 | (l > 0.0) ? pow(max(0.0, h), m) : 0.0, |
michael@0 | 81 | 1.0); |
michael@0 | 82 | } |
michael@0 | 83 | void main() { |
michael@0 | 84 | vec4 diffuseColor = texture2D(diffuse, v_texCoord); |
michael@0 | 85 | vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap |
michael@0 | 86 | vec3 surfaceToLight = normalize(v_surfaceToLight); |
michael@0 | 87 | vec3 halfVector = normalize(surfaceToLight); |
michael@0 | 88 | vec4 litR = lit(1.0, 1.0, shininess); |
michael@0 | 89 | vec4 outColor = vec4( |
michael@0 | 90 | (lightColor * (diffuseColor * litR.y + diffuseColor * ambient + |
michael@0 | 91 | specular * litR.z * specularFactor * normalSpec.a)).rgb, |
michael@0 | 92 | diffuseColor.a); |
michael@0 | 93 | // #fogCode |
michael@0 | 94 | gl_FragColor = outColor; |
michael@0 | 95 | } |
michael@0 | 96 | </script> |
michael@0 | 97 | <script id="fragmentShaderB" type="text/something-not-javascript"> |
michael@0 | 98 | // shared fragment shader should succeed. |
michael@0 | 99 | precision mediump float; |
michael@0 | 100 | varying vec4 v_position; |
michael@0 | 101 | varying vec2 v_texCoord; |
michael@0 | 102 | varying vec3 v_surfaceToLight; |
michael@0 | 103 | |
michael@0 | 104 | // #fogUniforms |
michael@0 | 105 | |
michael@0 | 106 | vec4 lit(float l ,float h, float m) { |
michael@0 | 107 | return vec4(1.0, |
michael@0 | 108 | max(l, 0.0), |
michael@0 | 109 | (l > 0.0) ? pow(max(0.0, h), m) : 0.0, |
michael@0 | 110 | 1.0); |
michael@0 | 111 | } |
michael@0 | 112 | void main() { |
michael@0 | 113 | vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap |
michael@0 | 114 | vec4 reflection = vec4(0,0,0,0); // #noReflection |
michael@0 | 115 | vec3 surfaceToLight = normalize(v_surfaceToLight); |
michael@0 | 116 | vec4 skyColor = vec4(0.5,0.5,1,1); // #noReflection |
michael@0 | 117 | |
michael@0 | 118 | vec3 halfVector = normalize(surfaceToLight); |
michael@0 | 119 | vec4 litR = lit(1.0, 1.0, 10.0); |
michael@0 | 120 | vec4 outColor = vec4(mix( |
michael@0 | 121 | skyColor, |
michael@0 | 122 | vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a), |
michael@0 | 123 | 1.0 - reflection.r).rgb, |
michael@0 | 124 | 1.0); |
michael@0 | 125 | // #fogCode |
michael@0 | 126 | gl_FragColor = outColor; |
michael@0 | 127 | } |
michael@0 | 128 | </script> |
michael@0 | 129 | <script> |
michael@0 | 130 | GLSLConformanceTester.runTests([ |
michael@0 | 131 | { vShaderSource: document.getElementById("sharedVertexShader").text, |
michael@0 | 132 | vShaderSuccess: true, |
michael@0 | 133 | fShaderSource: document.getElementById("fragmentShaderA").text, |
michael@0 | 134 | fShaderSuccess: true, |
michael@0 | 135 | linkSuccess: true, |
michael@0 | 136 | passMsg: 'shared fragment shader should succeed', |
michael@0 | 137 | }, |
michael@0 | 138 | { vShaderSource: document.getElementById("sharedVertexShader").text, |
michael@0 | 139 | vShaderSuccess: true, |
michael@0 | 140 | fShaderSource: document.getElementById("fragmentShaderB").text, |
michael@0 | 141 | fShaderSuccess: true, |
michael@0 | 142 | linkSuccess: true, |
michael@0 | 143 | passMsg: 'shared fragment shader should succeed', |
michael@0 | 144 | } |
michael@0 | 145 | ]); |
michael@0 | 146 | successfullyParsed = true; |
michael@0 | 147 | </script> |
michael@0 | 148 | </body> |
michael@0 | 149 | </html> |
michael@0 | 150 |