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Side by Side Diff: conformance/ogles/GL/cross/cross_vec3_vert_xvaryyconst_ref.vert

Issue 41993002: Add ToT WebGL conformance tests : part 9 (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 7 years, 1 month ago
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1
2 /*
3 ** Copyright (c) 2012 The Khronos Group Inc.
4 **
5 ** Permission is hereby granted, free of charge, to any person obtaining a
6 ** copy of this software and/or associated documentation files (the
7 ** "Materials"), to deal in the Materials without restriction, including
8 ** without limitation the rights to use, copy, modify, merge, publish,
9 ** distribute, sublicense, and/or sell copies of the Materials, and to
10 ** permit persons to whom the Materials are furnished to do so, subject to
11 ** the following conditions:
12 **
13 ** The above copyright notice and this permission notice shall be included
14 ** in all copies or substantial portions of the Materials.
15 **
16 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
20 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
21 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
22 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
23 */
24
25
26 attribute vec4 gtf_Color;
27 attribute vec4 gtf_Vertex;
28 uniform mat4 gtf_ModelViewProjectionMatrix;
29 varying vec4 color;
30
31 void main (void)
32 {
33 const float M_PI = 3.14159265358979323846;
34
35 // Both are unit vectors
36 vec3 v1;
37 vec3 v2 = vec3(1.0, 0.0, 0.0);
38 vec3 v3;
39
40 float theta = gtf_Color.g * 2.0 * M_PI;
41 float phi = gtf_Color.b * 2.0 * M_PI;
42 v1.x = cos(theta) * sin(phi);
43 v1.y = sin(theta) * sin(phi);
44 v1.z = cos(phi);
45 v3.x = v1.y * v2.z - v2.y * v1.z;
46 v3.y = v2.x * v1.z - v1.x * v2.z;
47 v3.z = v1.x * v2.y - v2.x * v1.y;
48 color = vec4((v3 + 1.0) / 2.0, 1.0);
49 gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
50 }
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