content/canvas/test/webgl-conformance/conformance/glsl/misc/shared.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/glsl/misc/shared.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,150 @@
     1.4 +<!--
     1.5 +Copyright (c) 2011 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 +-->
     1.9 +<!DOCTYPE html>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<title>WebGL GLSL Conformance Tests</title>
    1.14 +<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
    1.15 +<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
    1.16 +<script src="../../../resources/js-test-pre.js"></script>
    1.17 +<script src="../../resources/webgl-test-utils.js"></script>
    1.18 +<script src="../../resources/glsl-conformance-test.js"></script>
    1.19 +</head>
    1.20 +<body>
    1.21 +<div id="description"></div>
    1.22 +<div id="console"></div>
    1.23 +<script id="sharedVertexShader" type="text/something-not-javascript">
    1.24 +// shared vertex shader should succeed.
    1.25 +uniform mat4 viewProjection;
    1.26 +uniform vec3 worldPosition;
    1.27 +uniform vec3 nextPosition;
    1.28 +uniform float fishLength;
    1.29 +uniform float fishWaveLength;
    1.30 +uniform float fishBendAmount;
    1.31 +attribute vec4 position;
    1.32 +attribute vec2 texCoord;
    1.33 +varying vec4 v_position;
    1.34 +varying vec2 v_texCoord;
    1.35 +varying vec3 v_surfaceToLight;
    1.36 +void main() {
    1.37 +  vec3 vz = normalize(worldPosition - nextPosition);
    1.38 +  vec3 vx = normalize(cross(vec3(0,1,0), vz));
    1.39 +  vec3 vy = cross(vz, vx);
    1.40 +  mat4 orientMat = mat4(
    1.41 +    vec4(vx, 0),
    1.42 +    vec4(vy, 0),
    1.43 +    vec4(vz, 0),
    1.44 +    vec4(worldPosition, 1));
    1.45 +  mat4 world = orientMat;
    1.46 +  mat4 worldViewProjection = viewProjection * world;
    1.47 +  mat4 worldInverseTranspose = world;
    1.48 +
    1.49 +  v_texCoord = texCoord;
    1.50 +  // NOTE:If you change this you need to change the laser code to match!
    1.51 +  float mult = position.z > 0.0 ?
    1.52 +      (position.z / fishLength) :
    1.53 +      (-position.z / fishLength * 2.0);
    1.54 +  float s = sin(mult * fishWaveLength);
    1.55 +  float a = sign(s);
    1.56 +  float offset = pow(mult, 2.0) * s * fishBendAmount;
    1.57 +  v_position = (
    1.58 +      worldViewProjection *
    1.59 +      (position +
    1.60 +       vec4(offset, 0, 0, 0)));
    1.61 +  v_surfaceToLight = (world * position).xyz;
    1.62 +  gl_Position = v_position;
    1.63 +}
    1.64 +</script>
    1.65 +<script id="fragmentShaderA" type="text/something-not-javascript">
    1.66 +// shared fragment shader should succeed.
    1.67 +precision mediump float;
    1.68 +uniform vec4 lightColor;
    1.69 +varying vec4 v_position;
    1.70 +varying vec2 v_texCoord;
    1.71 +varying vec3 v_surfaceToLight;
    1.72 +
    1.73 +uniform vec4 ambient;
    1.74 +uniform sampler2D diffuse;
    1.75 +uniform vec4 specular;
    1.76 +uniform float shininess;
    1.77 +uniform float specularFactor;
    1.78 +// #fogUniforms
    1.79 +
    1.80 +vec4 lit(float l ,float h, float m) {
    1.81 +  return vec4(1.0,
    1.82 +              max(l, 0.0),
    1.83 +              (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
    1.84 +              1.0);
    1.85 +}
    1.86 +void main() {
    1.87 +  vec4 diffuseColor = texture2D(diffuse, v_texCoord);
    1.88 +  vec4 normalSpec = vec4(0,0,0,0);  // #noNormalMap
    1.89 +  vec3 surfaceToLight = normalize(v_surfaceToLight);
    1.90 +  vec3 halfVector = normalize(surfaceToLight);
    1.91 +  vec4 litR = lit(1.0, 1.0, shininess);
    1.92 +  vec4 outColor = vec4(
    1.93 +    (lightColor * (diffuseColor * litR.y + diffuseColor * ambient +
    1.94 +                  specular * litR.z * specularFactor * normalSpec.a)).rgb,
    1.95 +      diffuseColor.a);
    1.96 +  // #fogCode
    1.97 +  gl_FragColor = outColor;
    1.98 +}
    1.99 +</script>
   1.100 +<script id="fragmentShaderB" type="text/something-not-javascript">
   1.101 +// shared fragment shader should succeed.
   1.102 +precision mediump float;
   1.103 +varying vec4 v_position;
   1.104 +varying vec2 v_texCoord;
   1.105 +varying vec3 v_surfaceToLight;
   1.106 +
   1.107 +// #fogUniforms
   1.108 +
   1.109 +vec4 lit(float l ,float h, float m) {
   1.110 +  return vec4(1.0,
   1.111 +              max(l, 0.0),
   1.112 +              (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
   1.113 +              1.0);
   1.114 +}
   1.115 +void main() {
   1.116 +  vec4 normalSpec = vec4(0,0,0,0);  // #noNormalMap
   1.117 +  vec4 reflection = vec4(0,0,0,0);  // #noReflection
   1.118 +  vec3 surfaceToLight = normalize(v_surfaceToLight);
   1.119 +  vec4 skyColor = vec4(0.5,0.5,1,1);  // #noReflection
   1.120 +
   1.121 +  vec3 halfVector = normalize(surfaceToLight);
   1.122 +  vec4 litR = lit(1.0, 1.0, 10.0);
   1.123 +  vec4 outColor = vec4(mix(
   1.124 +      skyColor,
   1.125 +      vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a),
   1.126 +      1.0 - reflection.r).rgb,
   1.127 +      1.0);
   1.128 +  // #fogCode
   1.129 +  gl_FragColor = outColor;
   1.130 +}
   1.131 +</script>
   1.132 +<script>
   1.133 +GLSLConformanceTester.runTests([
   1.134 +  { vShaderSource: document.getElementById("sharedVertexShader").text,
   1.135 +    vShaderSuccess: true,
   1.136 +    fShaderSource: document.getElementById("fragmentShaderA").text,
   1.137 +    fShaderSuccess: true,
   1.138 +    linkSuccess: true,
   1.139 +    passMsg: 'shared fragment shader should succeed',
   1.140 +  },
   1.141 +  { vShaderSource: document.getElementById("sharedVertexShader").text,
   1.142 +    vShaderSuccess: true,
   1.143 +    fShaderSource: document.getElementById("fragmentShaderB").text,
   1.144 +    fShaderSuccess: true,
   1.145 +    linkSuccess: true,
   1.146 +    passMsg: 'shared fragment shader should succeed',
   1.147 +  }
   1.148 +]);
   1.149 +successfullyParsed = true;
   1.150 +</script>
   1.151 +</body>
   1.152 +</html>
   1.153 +

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