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 |    1 <!-- | 
 |    2 Copyright (c) 2011 The Chromium Authors. All rights reserved. | 
 |    3 Use of this source code is governed by a BSD-style license that can be | 
 |    4 found in the LICENSE file. | 
 |    5 --> | 
 |    6 <!DOCTYPE html> | 
 |    7 <html> | 
 |    8 <head> | 
 |    9 <meta charset="utf-8"> | 
 |   10 <title>WebGL GLSL Conformance Tests</title> | 
 |   11 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> | 
 |   12 <script src="../../../resources/js-test-pre.js"></script> | 
 |   13 <script src="../../resources/webgl-test-utils.js"></script> | 
 |   14 <script src="../../resources/glsl-conformance-test.js"></script> | 
 |   15 </head> | 
 |   16 <body> | 
 |   17 <div id="description"></div> | 
 |   18 <div id="console"></div> | 
 |   19 <script id="sharedVertexShader" type="text/something-not-javascript"> | 
 |   20 // shared vertex shader should succeed. | 
 |   21 uniform mat4 viewProjection; | 
 |   22 uniform vec3 worldPosition; | 
 |   23 uniform vec3 nextPosition; | 
 |   24 uniform float fishLength; | 
 |   25 uniform float fishWaveLength; | 
 |   26 uniform float fishBendAmount; | 
 |   27 attribute vec4 position; | 
 |   28 attribute vec2 texCoord; | 
 |   29 varying vec4 v_position; | 
 |   30 varying vec2 v_texCoord; | 
 |   31 varying vec3 v_surfaceToLight; | 
 |   32 void main() { | 
 |   33   vec3 vz = normalize(worldPosition - nextPosition); | 
 |   34   vec3 vx = normalize(cross(vec3(0,1,0), vz)); | 
 |   35   vec3 vy = cross(vz, vx); | 
 |   36   mat4 orientMat = mat4( | 
 |   37     vec4(vx, 0), | 
 |   38     vec4(vy, 0), | 
 |   39     vec4(vz, 0), | 
 |   40     vec4(worldPosition, 1)); | 
 |   41   mat4 world = orientMat; | 
 |   42   mat4 worldViewProjection = viewProjection * world; | 
 |   43   mat4 worldInverseTranspose = world; | 
 |   44  | 
 |   45   v_texCoord = texCoord; | 
 |   46   // NOTE:If you change this you need to change the laser code to match! | 
 |   47   float mult = position.z > 0.0 ? | 
 |   48       (position.z / fishLength) : | 
 |   49       (-position.z / fishLength * 2.0); | 
 |   50   float s = sin(mult * fishWaveLength); | 
 |   51   float a = sign(s); | 
 |   52   float offset = pow(mult, 2.0) * s * fishBendAmount; | 
 |   53   v_position = ( | 
 |   54       worldViewProjection * | 
 |   55       (position + | 
 |   56        vec4(offset, 0, 0, 0))); | 
 |   57   v_surfaceToLight = (world * position).xyz; | 
 |   58   gl_Position = v_position; | 
 |   59 } | 
 |   60 </script> | 
 |   61 <script id="fragmentShaderA" type="text/something-not-javascript"> | 
 |   62 // shared fragment shader should succeed. | 
 |   63 precision mediump float; | 
 |   64 uniform vec4 lightColor; | 
 |   65 varying vec4 v_position; | 
 |   66 varying vec2 v_texCoord; | 
 |   67 varying vec3 v_surfaceToLight; | 
 |   68  | 
 |   69 uniform vec4 ambient; | 
 |   70 uniform sampler2D diffuse; | 
 |   71 uniform vec4 specular; | 
 |   72 uniform float shininess; | 
 |   73 uniform float specularFactor; | 
 |   74 // #fogUniforms | 
 |   75  | 
 |   76 vec4 lit(float l ,float h, float m) { | 
 |   77   return vec4(1.0, | 
 |   78               max(l, 0.0), | 
 |   79               (l > 0.0) ? pow(max(0.0, h), m) : 0.0, | 
 |   80               1.0); | 
 |   81 } | 
 |   82 void main() { | 
 |   83   vec4 diffuseColor = texture2D(diffuse, v_texCoord); | 
 |   84   vec4 normalSpec = vec4(0,0,0,0);  // #noNormalMap | 
 |   85   vec3 surfaceToLight = normalize(v_surfaceToLight); | 
 |   86   vec3 halfVector = normalize(surfaceToLight); | 
 |   87   vec4 litR = lit(1.0, 1.0, shininess); | 
 |   88   vec4 outColor = vec4( | 
 |   89     (lightColor * (diffuseColor * litR.y + diffuseColor * ambient + | 
 |   90                   specular * litR.z * specularFactor * normalSpec.a)).rgb, | 
 |   91       diffuseColor.a); | 
 |   92   // #fogCode | 
 |   93   gl_FragColor = outColor; | 
 |   94 } | 
 |   95 </script> | 
 |   96 <script id="fragmentShaderB" type="text/something-not-javascript"> | 
 |   97 // shared fragment shader should succeed. | 
 |   98 precision mediump float; | 
 |   99 varying vec4 v_position; | 
 |  100 varying vec2 v_texCoord; | 
 |  101 varying vec3 v_surfaceToLight; | 
 |  102  | 
 |  103 // #fogUniforms | 
 |  104  | 
 |  105 vec4 lit(float l ,float h, float m) { | 
 |  106   return vec4(1.0, | 
 |  107               max(l, 0.0), | 
 |  108               (l > 0.0) ? pow(max(0.0, h), m) : 0.0, | 
 |  109               1.0); | 
 |  110 } | 
 |  111 void main() { | 
 |  112   vec4 normalSpec = vec4(0,0,0,0);  // #noNormalMap | 
 |  113   vec4 reflection = vec4(0,0,0,0);  // #noReflection | 
 |  114   vec3 surfaceToLight = normalize(v_surfaceToLight); | 
 |  115   vec4 skyColor = vec4(0.5,0.5,1,1);  // #noReflection | 
 |  116  | 
 |  117   vec3 halfVector = normalize(surfaceToLight); | 
 |  118   vec4 litR = lit(1.0, 1.0, 10.0); | 
 |  119   vec4 outColor = vec4(mix( | 
 |  120       skyColor, | 
 |  121       vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a), | 
 |  122       1.0 - reflection.r).rgb, | 
 |  123       1.0); | 
 |  124   // #fogCode | 
 |  125   gl_FragColor = outColor; | 
 |  126 } | 
 |  127 </script> | 
 |  128 <script> | 
 |  129 GLSLConformanceTester.runTests([ | 
 |  130   { vShaderSource: document.getElementById("sharedVertexShader").text, | 
 |  131     vShaderSuccess: true, | 
 |  132     fShaderSource: document.getElementById("fragmentShaderA").text, | 
 |  133     fShaderSuccess: true, | 
 |  134     linkSuccess: true, | 
 |  135     passMsg: 'shared fragment shader should succeed', | 
 |  136   }, | 
 |  137   { vShaderSource: document.getElementById("sharedVertexShader").text, | 
 |  138     vShaderSuccess: true, | 
 |  139     fShaderSource: document.getElementById("fragmentShaderB").text, | 
 |  140     fShaderSuccess: true, | 
 |  141     linkSuccess: true, | 
 |  142     passMsg: 'shared fragment shader should succeed', | 
 |  143   } | 
 |  144 ]); | 
 |  145 successfullyParsed = true; | 
 |  146 </script> | 
 |  147 </body> | 
 |  148 </html> | 
 |  149  | 
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