Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(118)

Unified Diff: conformance/glsl/misc/shared.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
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
« no previous file with comments | « conformance/glsl/misc/shader-without-precision.frag.html ('k') | conformance/glsl/reserved/00_test_list.txt » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698