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Side by Side Diff: conformance/ogles/GL/mat3/mat3arrayindirect1_frag.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, 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 #ifdef GL_ES
27 precision mediump float;
28 #endif
29 //
30 // mat3arrayindirect1_frag.frag: Fragment shader solid color testing indirect r eferencing into uniforms
31 // The vec3 values are determined at runtime.
32 //
33 //
34
35 uniform mat3 testmat3[2];
36 varying vec4 color;
37
38 void main(void)
39 {
40 vec3 result = vec3(0.0, 0.0, 0.0);
41
42 /*
43 // No indirect indexing in fragment shaders
44 for(int j = 0; j < 3; j++)
45 {
46 result += testmat3[1][j];
47 }
48 */
49 result += testmat3[1][0];
50 result += testmat3[1][1];
51 result += testmat3[1][2];
52 gl_FragColor = vec4(result/2.0, 0.5);
53 }
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