Wed, 31 Dec 2014 13:27:57 +0100
Ignore runtime configuration files generated during quality assurance.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2010 Mozilla Foundation. 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 | <!-- This is a visual test that programs must have both a vertex and |
michael@0 | 11 | fragment shader attached; the fixed function pipeline on the |
michael@0 | 12 | desktop must remain disabled. --> |
michael@0 | 13 | <script type="text/javascript"> |
michael@0 | 14 | function log() { |
michael@0 | 15 | var s = ""; |
michael@0 | 16 | for (var i = 0; i < arguments.length; ++i) { |
michael@0 | 17 | s += arguments[i] + " "; |
michael@0 | 18 | } |
michael@0 | 19 | |
michael@0 | 20 | document.getElementById("log").innerHTML += s + "<br>"; |
michael@0 | 21 | } |
michael@0 | 22 | |
michael@0 | 23 | function go() { |
michael@0 | 24 | var gl = document.getElementById("c").getContext("experimental-webgl"); |
michael@0 | 25 | |
michael@0 | 26 | gl.clearColor(0.0, 0.0, 0.0, 0.0); |
michael@0 | 27 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
michael@0 | 28 | |
michael@0 | 29 | var vs = gl.createShader(gl.VERTEX_SHADER); |
michael@0 | 30 | gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }"); |
michael@0 | 31 | gl.compileShader(vs); |
michael@0 | 32 | |
michael@0 | 33 | var fs = gl.createShader(gl.FRAGMENT_SHADER); |
michael@0 | 34 | gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
michael@0 | 35 | gl.compileShader(fs); |
michael@0 | 36 | |
michael@0 | 37 | var prog = gl.createProgram(); |
michael@0 | 38 | gl.attachShader(prog, vs); |
michael@0 | 39 | // don't attach a fragment shader -- may use fixed pipeline on desktop if the implementation doesn't check! |
michael@0 | 40 | //gl.attachShader(prog, fs); |
michael@0 | 41 | |
michael@0 | 42 | gl.bindAttribLocation(prog, 0, "aVertex"); |
michael@0 | 43 | gl.bindAttribLocation(prog, 1, "aColor"); |
michael@0 | 44 | |
michael@0 | 45 | gl.linkProgram(prog); |
michael@0 | 46 | |
michael@0 | 47 | var vbuf = gl.createBuffer(); |
michael@0 | 48 | gl.bindBuffer(gl.ARRAY_BUFFER, vbuf); |
michael@0 | 49 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
michael@0 | 50 | -1.0, -1.0, 0.0, 1.0, |
michael@0 | 51 | -1.0, 1.0, 0.0, 1.0, |
michael@0 | 52 | 1.0, -1.0, 0.0, 1.0, |
michael@0 | 53 | 1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW); |
michael@0 | 54 | gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); |
michael@0 | 55 | |
michael@0 | 56 | var cbuf = gl.createBuffer(); |
michael@0 | 57 | gl.bindBuffer(gl.ARRAY_BUFFER, cbuf); |
michael@0 | 58 | gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([255, 0, 0, |
michael@0 | 59 | 0, 255, 0, |
michael@0 | 60 | 0, 0, 255, |
michael@0 | 61 | 255, 255, 0]), gl.STATIC_DRAW); |
michael@0 | 62 | gl.vertexAttribPointer(1, 3, gl.UNSIGNED_BYTE, false, 0, 0); |
michael@0 | 63 | |
michael@0 | 64 | gl.enableVertexAttribArray(0); |
michael@0 | 65 | gl.enableVertexAttribArray(1); |
michael@0 | 66 | |
michael@0 | 67 | gl.useProgram(prog); |
michael@0 | 68 | |
michael@0 | 69 | gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
michael@0 | 70 | |
michael@0 | 71 | log("glError", "0x" + gl.getError().toString(16)); |
michael@0 | 72 | } |
michael@0 | 73 | </script> |
michael@0 | 74 | </head> |
michael@0 | 75 | |
michael@0 | 76 | <body onload="go()"> |
michael@0 | 77 | <p>Should be green in the rectangle below:</p> |
michael@0 | 78 | <canvas style="background: green;" id="c"></canvas> |
michael@0 | 79 | <div id="log"></div> |
michael@0 | 80 | </body> |
michael@0 | 81 | </html> |