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

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

     1 <!-- Any copyright is dedicated to the Public Domain.
     2      http://creativecommons.org/publicdomain/zero/1.0/ -->
     3 <!doctype html>
     5 <html>
     6   <head>
     7     <meta charset="utf-8"/>
     8     <title>WebGL editor test page</title>
    10     <script id="shader-vs" type="x-shader/x-vertex">
    11       precision lowp float;
    13       void main(void) {
    14         gl_Position = vec4(0, 0, 0, 1); // I'm a vertex shader!
    15       }
    16     </script>
    18     <script id="shader-fs" type="x-shader/x-fragment">
    19       precision lowp float;
    20       varying vec3 vFragmentColor;
    22       void main(void) {
    23         gl_FragColor = vec4(1, 0, 0, 1); // I'm a fragment shader!
    24       }
    25     </script>
    26   </head>
    28   <body>
    29     <canvas width="512" height="512"></canvas>
    31     <script type="text/javascript;version=1.8">
    32       "use strict";
    34       let canvas, gl;
    36       window.onload = function() {
    37         canvas = document.querySelector("canvas");
    38         gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
    40         let shaderProgram = gl.createProgram();
    41         let vertexShader, fragmentShader;
    43         // Compile and attach the shaders in a random order. The test will
    44         // ensure that the correct vertex and fragment source is retrieved
    45         // regardless of this crazyness.
    46         if (Math.random() > 0.5) {
    47           vertexShader = getShader(gl, "shader-vs");
    48           fragmentShader = getShader(gl, "shader-fs");
    49         } else {
    50           fragmentShader = getShader(gl, "shader-fs");
    51           vertexShader = getShader(gl, "shader-vs");
    52         }
    53         if (Math.random() > 0.5) {
    54           gl.attachShader(shaderProgram, vertexShader);
    55           gl.attachShader(shaderProgram, fragmentShader);
    56         } else {
    57           gl.attachShader(shaderProgram, fragmentShader);
    58           gl.attachShader(shaderProgram, vertexShader);
    59         }
    61         gl.linkProgram(shaderProgram);
    62       }
    64       function getShader(gl, id) {
    65         let script = document.getElementById(id);
    66         let source = script.textContent;
    67         let shader;
    69         if (script.type == "x-shader/x-fragment") {
    70           shader = gl.createShader(gl.FRAGMENT_SHADER);
    71         } else if (script.type == "x-shader/x-vertex") {
    72           shader = gl.createShader(gl.VERTEX_SHADER);
    73         }
    75         gl.shaderSource(shader, source);
    76         gl.compileShader(shader);
    78         return shader;
    79       }
    80     </script>
    81   </body>
    83 </html>

mercurial