Index: conformance/glsl/misc/shared.html |
=================================================================== |
--- conformance/glsl/misc/shared.html (revision 0) |
+++ conformance/glsl/misc/shared.html (revision 0) |
@@ -0,0 +1,149 @@ |
+<!-- |
+Copyright (c) 2011 The Chromium Authors. All rights reserved. |
+Use of this source code is governed by a BSD-style license that can be |
+found in the LICENSE file. |
+--> |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL GLSL Conformance Tests</title> |
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
+<script src="../../../resources/js-test-pre.js"></script> |
+<script src="../../resources/webgl-test-utils.js"></script> |
+<script src="../../resources/glsl-conformance-test.js"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="sharedVertexShader" type="text/something-not-javascript"> |
+// shared vertex shader should succeed. |
+uniform mat4 viewProjection; |
+uniform vec3 worldPosition; |
+uniform vec3 nextPosition; |
+uniform float fishLength; |
+uniform float fishWaveLength; |
+uniform float fishBendAmount; |
+attribute vec4 position; |
+attribute vec2 texCoord; |
+varying vec4 v_position; |
+varying vec2 v_texCoord; |
+varying vec3 v_surfaceToLight; |
+void main() { |
+ vec3 vz = normalize(worldPosition - nextPosition); |
+ vec3 vx = normalize(cross(vec3(0,1,0), vz)); |
+ vec3 vy = cross(vz, vx); |
+ mat4 orientMat = mat4( |
+ vec4(vx, 0), |
+ vec4(vy, 0), |
+ vec4(vz, 0), |
+ vec4(worldPosition, 1)); |
+ mat4 world = orientMat; |
+ mat4 worldViewProjection = viewProjection * world; |
+ mat4 worldInverseTranspose = world; |
+ |
+ v_texCoord = texCoord; |
+ // NOTE:If you change this you need to change the laser code to match! |
+ float mult = position.z > 0.0 ? |
+ (position.z / fishLength) : |
+ (-position.z / fishLength * 2.0); |
+ float s = sin(mult * fishWaveLength); |
+ float a = sign(s); |
+ float offset = pow(mult, 2.0) * s * fishBendAmount; |
+ v_position = ( |
+ worldViewProjection * |
+ (position + |
+ vec4(offset, 0, 0, 0))); |
+ v_surfaceToLight = (world * position).xyz; |
+ gl_Position = v_position; |
+} |
+</script> |
+<script id="fragmentShaderA" type="text/something-not-javascript"> |
+// shared fragment shader should succeed. |
+precision mediump float; |
+uniform vec4 lightColor; |
+varying vec4 v_position; |
+varying vec2 v_texCoord; |
+varying vec3 v_surfaceToLight; |
+ |
+uniform vec4 ambient; |
+uniform sampler2D diffuse; |
+uniform vec4 specular; |
+uniform float shininess; |
+uniform float specularFactor; |
+// #fogUniforms |
+ |
+vec4 lit(float l ,float h, float m) { |
+ return vec4(1.0, |
+ max(l, 0.0), |
+ (l > 0.0) ? pow(max(0.0, h), m) : 0.0, |
+ 1.0); |
+} |
+void main() { |
+ vec4 diffuseColor = texture2D(diffuse, v_texCoord); |
+ vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap |
+ vec3 surfaceToLight = normalize(v_surfaceToLight); |
+ vec3 halfVector = normalize(surfaceToLight); |
+ vec4 litR = lit(1.0, 1.0, shininess); |
+ vec4 outColor = vec4( |
+ (lightColor * (diffuseColor * litR.y + diffuseColor * ambient + |
+ specular * litR.z * specularFactor * normalSpec.a)).rgb, |
+ diffuseColor.a); |
+ // #fogCode |
+ gl_FragColor = outColor; |
+} |
+</script> |
+<script id="fragmentShaderB" type="text/something-not-javascript"> |
+// shared fragment shader should succeed. |
+precision mediump float; |
+varying vec4 v_position; |
+varying vec2 v_texCoord; |
+varying vec3 v_surfaceToLight; |
+ |
+// #fogUniforms |
+ |
+vec4 lit(float l ,float h, float m) { |
+ return vec4(1.0, |
+ max(l, 0.0), |
+ (l > 0.0) ? pow(max(0.0, h), m) : 0.0, |
+ 1.0); |
+} |
+void main() { |
+ vec4 normalSpec = vec4(0,0,0,0); // #noNormalMap |
+ vec4 reflection = vec4(0,0,0,0); // #noReflection |
+ vec3 surfaceToLight = normalize(v_surfaceToLight); |
+ vec4 skyColor = vec4(0.5,0.5,1,1); // #noReflection |
+ |
+ vec3 halfVector = normalize(surfaceToLight); |
+ vec4 litR = lit(1.0, 1.0, 10.0); |
+ vec4 outColor = vec4(mix( |
+ skyColor, |
+ vec4(1,2,3,4) * (litR.y + litR.z * normalSpec.a), |
+ 1.0 - reflection.r).rgb, |
+ 1.0); |
+ // #fogCode |
+ gl_FragColor = outColor; |
+} |
+</script> |
+<script> |
+GLSLConformanceTester.runTests([ |
+ { vShaderSource: document.getElementById("sharedVertexShader").text, |
+ vShaderSuccess: true, |
+ fShaderSource: document.getElementById("fragmentShaderA").text, |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: 'shared fragment shader should succeed', |
+ }, |
+ { vShaderSource: document.getElementById("sharedVertexShader").text, |
+ vShaderSuccess: true, |
+ fShaderSource: document.getElementById("fragmentShaderB").text, |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: 'shared fragment shader should succeed', |
+ } |
+]); |
+successfullyParsed = true; |
+</script> |
+</body> |
+</html> |
+ |
Property changes on: conformance/glsl/misc/shared.html |
___________________________________________________________________ |
Added: svn:executable |
+ * |
Added: svn:eol-style |
+ LF |