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Side by Side Diff: conformance/ogles/GL/log2/log2_float_frag_xvary01_ref.frag

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, 2 months 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 #ifdef GL_ES
27 precision mediump float;
28 #endif
29 varying vec4 color;
30 const float ln2 = 0.69314718055994530941723212145818;
31
32
33
34 void main (void)
35 {
36 float x = (color.r + 0.01) / 1.01;
37 float y = 0.0;
38 float z; // x-1 / x+1
39 int n = 50;
40
41 // ln(x) = 2[x-1 + 1 (x-1)^3 + 1 (x-1)^5 + ...] for x > 0
42 // [x+1 3 (x+1) 5 (x+1) ]
43 // Note: z will always be negative between 0.01 and 1.0 and
44 // so will y since it is raised to an odd power, and the shader spec
45 // does not support pow(-x, y) where y is not a compile time constant
46 z = abs((x - 1.0) / (x + 1.0));
47 float p = z;
48 for(int i = 1; i <= 101; i += 2)
49 {
50 y += p / float(i);
51 p *= z * z;
52 }
53 y *= -2.0 / ln2;
54
55 gl_FragColor = vec4(y / -8.0, 0.0, 0.0, 1.0);
56 }
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