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Side by Side Diff: conformance/resources/structUniformShader.vert

Issue 42083002: Add ToT WebGL conformance tests : part 10 (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 * Copyright (c) 2009 The Chromium Authors. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31 attribute vec4 a_vertex;
32 attribute vec3 a_normal;
33
34 uniform mat4 u_modelViewProjMatrix;
35
36 struct MyStruct
37 {
38 int x;
39 int y;
40 };
41
42 uniform MyStruct u_struct;
43 uniform float u_array[4];
44
45 varying vec3 v_normal;
46
47 void main()
48 {
49 v_normal = a_normal;
50 gl_Position = u_modelViewProjMatrix * a_vertex +
51 vec4(u_struct.x, u_struct.y, 0, 1) +
52 vec4(u_array[0], u_array[1], u_array[2], u_array[3]);
53 }
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