browser/devtools/shadereditor/test/doc_shader-order.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/browser/devtools/shadereditor/test/doc_shader-order.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,83 @@
     1.4 +<!-- Any copyright is dedicated to the Public Domain.
     1.5 +     http://creativecommons.org/publicdomain/zero/1.0/ -->
     1.6 +<!doctype html>
     1.7 +
     1.8 +<html>
     1.9 +  <head>
    1.10 +    <meta charset="utf-8"/>
    1.11 +    <title>WebGL editor test page</title>
    1.12 +
    1.13 +    <script id="shader-vs" type="x-shader/x-vertex">
    1.14 +      precision lowp float;
    1.15 +
    1.16 +      void main(void) {
    1.17 +        gl_Position = vec4(0, 0, 0, 1); // I'm a vertex shader!
    1.18 +      }
    1.19 +    </script>
    1.20 +
    1.21 +    <script id="shader-fs" type="x-shader/x-fragment">
    1.22 +      precision lowp float;
    1.23 +      varying vec3 vFragmentColor;
    1.24 +
    1.25 +      void main(void) {
    1.26 +        gl_FragColor = vec4(1, 0, 0, 1); // I'm a fragment shader!
    1.27 +      }
    1.28 +    </script>
    1.29 +  </head>
    1.30 +
    1.31 +  <body>
    1.32 +    <canvas width="512" height="512"></canvas>
    1.33 +
    1.34 +    <script type="text/javascript;version=1.8">
    1.35 +      "use strict";
    1.36 +
    1.37 +      let canvas, gl;
    1.38 +
    1.39 +      window.onload = function() {
    1.40 +        canvas = document.querySelector("canvas");
    1.41 +        gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
    1.42 +
    1.43 +        let shaderProgram = gl.createProgram();
    1.44 +        let vertexShader, fragmentShader;
    1.45 +
    1.46 +        // Compile and attach the shaders in a random order. The test will
    1.47 +        // ensure that the correct vertex and fragment source is retrieved
    1.48 +        // regardless of this crazyness.
    1.49 +        if (Math.random() > 0.5) {
    1.50 +          vertexShader = getShader(gl, "shader-vs");
    1.51 +          fragmentShader = getShader(gl, "shader-fs");
    1.52 +        } else {
    1.53 +          fragmentShader = getShader(gl, "shader-fs");
    1.54 +          vertexShader = getShader(gl, "shader-vs");
    1.55 +        }
    1.56 +        if (Math.random() > 0.5) {
    1.57 +          gl.attachShader(shaderProgram, vertexShader);
    1.58 +          gl.attachShader(shaderProgram, fragmentShader);
    1.59 +        } else {
    1.60 +          gl.attachShader(shaderProgram, fragmentShader);
    1.61 +          gl.attachShader(shaderProgram, vertexShader);
    1.62 +        }
    1.63 +
    1.64 +        gl.linkProgram(shaderProgram);
    1.65 +      }
    1.66 +
    1.67 +      function getShader(gl, id) {
    1.68 +        let script = document.getElementById(id);
    1.69 +        let source = script.textContent;
    1.70 +        let shader;
    1.71 +
    1.72 +        if (script.type == "x-shader/x-fragment") {
    1.73 +          shader = gl.createShader(gl.FRAGMENT_SHADER);
    1.74 +        } else if (script.type == "x-shader/x-vertex") {
    1.75 +          shader = gl.createShader(gl.VERTEX_SHADER);
    1.76 +        }
    1.77 +
    1.78 +        gl.shaderSource(shader, source);
    1.79 +        gl.compileShader(shader);
    1.80 +
    1.81 +        return shader;
    1.82 +      }
    1.83 +    </script>
    1.84 +  </body>
    1.85 +
    1.86 +</html>

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