| Index: conformance/more/glsl/longLoops.html
|
| ===================================================================
|
| --- conformance/more/glsl/longLoops.html (revision 0)
|
| +++ conformance/more/glsl/longLoops.html (working copy)
|
| @@ -0,0 +1,253 @@
|
| +<!DOCTYPE html>
|
| +<html>
|
| +<head>
|
| +<meta charset="utf-8">
|
| +<!--
|
| +
|
| +/*
|
| +** Copyright (c) 2012 The Khronos Group Inc.
|
| +**
|
| +** Permission is hereby granted, free of charge, to any person obtaining a
|
| +** copy of this software and/or associated documentation files (the
|
| +** "Materials"), to deal in the Materials without restriction, including
|
| +** without limitation the rights to use, copy, modify, merge, publish,
|
| +** distribute, sublicense, and/or sell copies of the Materials, and to
|
| +** permit persons to whom the Materials are furnished to do so, subject to
|
| +** the following conditions:
|
| +**
|
| +** The above copyright notice and this permission notice shall be included
|
| +** in all copies or substantial portions of the Materials.
|
| +**
|
| +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
| +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
| +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
| +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
| +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
| +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
| +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
| +*/
|
| +
|
| +-->
|
| +<link rel="stylesheet" type="text/css" href="../unit.css" />
|
| +<script type="application/x-javascript" src="../unit.js"></script>
|
| +<script type="application/x-javascript" src="../util.js"></script>
|
| +<script type="application/x-javascript">
|
| +
|
| +Tests.startUnit = function () {
|
| + var canvas = document.getElementById('gl');
|
| + var gl = getGLContext(canvas);
|
| + return [gl];
|
| +}
|
| +
|
| +Tests.autorun = false;
|
| +Tests.message = "Caution: might hang your GPU"
|
| +
|
| +var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable'];
|
| +arr.forEach(function(e){
|
| + Tests['test'+e+'vert'] = function(gl) {
|
| + var sh = new Filter(gl, e+'vert', 'frag');
|
| + assertOk(function(){
|
| + sh.apply();
|
| + });
|
| + sh.destroy();
|
| + }
|
| + Tests['test'+e+'frag'] = function(gl) {
|
| + var sh = new Filter(gl, 'vert', e+'frag');
|
| + assertOk(function(){
|
| + sh.apply();
|
| + });
|
| + sh.destroy();
|
| + }
|
| +});
|
| +
|
| +Tests.testMandelbrot = function(gl) {
|
| + gl.disable(gl.DEPTH_TEST);
|
| + var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag');
|
| + sh.apply(function(s){
|
| + s.uniform1f('z', 0.15);
|
| + s.uniform1f('x', -1.25);
|
| + });
|
| + for (var i=0; i<256; i++) {
|
| + sh.apply();
|
| + }
|
| + sh.destroy();
|
| +}
|
| +
|
| +</script>
|
| +<script id="identity-vert" type="x-shader/x-vertex">
|
| +
|
| + attribute vec3 Vertex;
|
| + attribute vec2 Tex;
|
| +
|
| + varying vec2 texCoord0;
|
| + void main()
|
| + {
|
| + texCoord0 = vec2(Tex.s, Tex.t);
|
| + gl_Position = vec4(Vertex, 1.0);
|
| + }
|
| +</script>
|
| +<script id="mandelbrot-frag" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| +
|
| + uniform float x,y,z;
|
| + varying vec2 texCoord0;
|
| + vec4 iter_z(float cr, float ci) {
|
| + int i;
|
| + float nzr, nzi, zr = 0.0, zi = 0.0;
|
| + vec4 color = vec4(0.0);
|
| + for (i=0; i<2500; i++) {
|
| + nzr = zr * zr - zi * zi + cr;
|
| + nzi = 2.0 * zr * zi + ci;
|
| + zr = nzr;
|
| + zi = nzi;
|
| + }
|
| + color = vec4(zi);
|
| + color.a = 1.0;
|
| + return color;
|
| + }
|
| +
|
| + void main()
|
| + {
|
| + gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.0));
|
| + }
|
| +</script>
|
| +<script id="whiletruevert" type="x-shader/x-vertex">
|
| +
|
| +
|
| + attribute vec3 Vertex; attribute vec2 Tex;
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + float z = 1.0;
|
| + while(true) { z += 0.1; z *= 0.995; }
|
| + TexCoord = Tex.st;
|
| + gl_Position = vec4(Vertex, z);
|
| + }
|
| +</script>
|
| +<script id="loop100Mvert" type="x-shader/x-vertex">
|
| +
|
| +
|
| + attribute vec3 Vertex; attribute vec2 Tex;
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + int i;
|
| + float z = 1.0;
|
| + for (i = 0; i<1000000000; i++) {
|
| + z += 0.1; z *= 0.995;
|
| + }
|
| + TexCoord = Tex.st;
|
| + gl_Position = vec4(Vertex, z);
|
| + }
|
| +</script>
|
| +<script id="loopCompvert" type="x-shader/x-vertex">
|
| +
|
| +
|
| + attribute vec3 Vertex; attribute vec2 Tex;
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + float z = 1.0;
|
| + while(z > 0.0) { z += 0.1; z *= 0.995; }
|
| + TexCoord = Tex.st;
|
| + gl_Position = vec4(Vertex, z);
|
| + }
|
| +</script>
|
| +<script id="variablevert" type="x-shader/x-vertex">
|
| +
|
| +
|
| + attribute vec3 Vertex; attribute vec2 Tex;
|
| + varying vec2 TexCoord;
|
| +
|
| + void main()
|
| + {
|
| + float z = 1.0;
|
| + while(z > Vertex.z) { z += 0.1; z *= 0.995; }
|
| + TexCoord = Tex.st;
|
| + gl_Position = vec4(Vertex, z);
|
| + }
|
| +</script>
|
| +<script id="vert" type="x-shader/x-vertex">
|
| +
|
| +
|
| + attribute vec3 Vertex; attribute vec2 Tex;
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + TexCoord = Tex.st;
|
| + gl_Position = vec4(Vertex, 0.0);
|
| + }
|
| +</script>
|
| +
|
| +<script id="whiletruefrag" type="x-shader/x-fragment">
|
| +
|
| +
|
| + precision mediump float;
|
| +
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + float z = 1.0;
|
| + while(true) { z += 0.1; z *= 0.995; }
|
| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
|
| + }
|
| +</script>
|
| +<script id="loop100Mfrag" type="x-shader/x-fragment">
|
| +
|
| +
|
| + precision mediump float;
|
| +
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + int i;
|
| + float z = 1.0;
|
| + for (i = 0; i<1000000000; i++) {
|
| + z += 0.1; z *= 0.995;
|
| + }
|
| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
|
| + }
|
| +</script>
|
| +<script id="loopCompfrag" type="x-shader/x-fragment">
|
| +
|
| +
|
| + precision mediump float;
|
| +
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + float z = TexCoord.s;
|
| + while(z > 0.0) { z += 0.1; z *= 0.995; }
|
| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
|
| + }
|
| +</script>
|
| +<script id="variablefrag" type="x-shader/x-fragment">
|
| +
|
| +
|
| + precision mediump float;
|
| +
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + float z = 1.0;
|
| + while(z > TexCoord.s) { z += 0.1; z *= 0.995; }
|
| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
|
| + }
|
| +</script>
|
| +<script id="frag" type="x-shader/x-fragment">
|
| +
|
| +
|
| + precision mediump float;
|
| +
|
| + varying vec2 TexCoord;
|
| + void main()
|
| + {
|
| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0);
|
| + }
|
| +</script>
|
| +
|
| +
|
| +<style>canvas{ position:absolute; }</style>
|
| +</head><body>
|
| + <canvas id="gl" width="512" height="512"></canvas>
|
| +</body></html>
|
|
|
| Property changes on: conformance/more/glsl/longLoops.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| ## -0,0 +1 ##
|
| +LF
|
| \ No newline at end of property
|
|
|