1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/content/canvas/test/webgl-conformance/conformance/resources/structUniformShader.vert Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,53 @@ 1.4 +/* 1.5 + * Copyright (c) 2009 The Chromium Authors. All rights reserved. 1.6 + * 1.7 + * Redistribution and use in source and binary forms, with or without 1.8 + * modification, are permitted provided that the following conditions are 1.9 + * met: 1.10 + * 1.11 + * * Redistributions of source code must retain the above copyright 1.12 + * notice, this list of conditions and the following disclaimer. 1.13 + * * Redistributions in binary form must reproduce the above 1.14 + * copyright notice, this list of conditions and the following disclaimer 1.15 + * in the documentation and/or other materials provided with the 1.16 + * distribution. 1.17 + * * Neither the name of Google Inc. nor the names of its 1.18 + * contributors may be used to endorse or promote products derived from 1.19 + * this software without specific prior written permission. 1.20 + * 1.21 + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.22 + * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.23 + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.24 + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.25 + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.26 + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.27 + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.28 + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.29 + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.30 + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.31 + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.32 + */ 1.33 + 1.34 +attribute vec4 a_vertex; 1.35 +attribute vec3 a_normal; 1.36 + 1.37 +uniform mat4 u_modelViewProjMatrix; 1.38 + 1.39 +struct MyStruct 1.40 +{ 1.41 + int x; 1.42 + int y; 1.43 +}; 1.44 + 1.45 +uniform MyStruct u_struct; 1.46 +uniform float u_array[4]; 1.47 + 1.48 +varying vec3 v_normal; 1.49 + 1.50 +void main() 1.51 +{ 1.52 + v_normal = a_normal; 1.53 + gl_Position = u_modelViewProjMatrix * a_vertex + 1.54 + vec4(u_struct.x, u_struct.y, 0, 1) + 1.55 + vec4(u_array[0], u_array[1], u_array[2], u_array[3]); 1.56 +}