| Index: conformance/more/glsl/longLoops.html
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| ===================================================================
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| --- conformance/more/glsl/longLoops.html (revision 0)
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| +++ conformance/more/glsl/longLoops.html (revision 0)
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| +<!DOCTYPE html>
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| +<html><head>
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| +<meta charset="utf-8">
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| +<!--
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| +Tests for the OpenGL ES 2.0 HTML Canvas context
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| +
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| +Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
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| +
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| +Permission is hereby granted, free of charge, to any person
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| +obtaining a copy of this software and associated documentation
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| +files (the "Software"), to deal in the Software without
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| +restriction, including without limitation the rights to use,
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| +copy, modify, merge, publish, distribute, sublicense, and/or sell
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| +copies of the Software, and to permit persons to whom the
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| +Software is furnished to do so, subject to the following
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| +conditions:
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| +
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| +The above copyright notice and this permission notice shall be
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| +included in all copies or substantial portions of the Software.
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| +
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| +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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| +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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| +OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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| +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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| +HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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| +WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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| +FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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| +OTHER DEALINGS IN THE SOFTWARE.
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| +
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| +-->
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| +<link rel="stylesheet" type="text/css" href="../unit.css" />
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| +<script type="application/x-javascript" src="../unit.js"></script>
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| +<script type="application/x-javascript" src="../util.js"></script>
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| +<script type="application/x-javascript">
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| +
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| +Tests.startUnit = function () {
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| + var canvas = document.getElementById('gl');
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| + var gl = canvas.getContext(GL_CONTEXT_ID);
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| + return [gl];
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| +}
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| +
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| +Tests.autorun = false;
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| +Tests.message = "Caution: might hang your GPU"
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| +
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| +var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable'];
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| +arr.forEach(function(e){
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| + Tests['test'+e+'vert'] = function(gl) {
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| + var sh = new Filter(gl, e+'vert', 'frag');
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| + assertOk(function(){
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| + sh.apply();
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| + });
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| + sh.destroy();
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| + }
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| + Tests['test'+e+'frag'] = function(gl) {
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| + var sh = new Filter(gl, 'vert', e+'frag');
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| + assertOk(function(){
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| + sh.apply();
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| + });
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| + sh.destroy();
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| + }
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| +});
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| +
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| +Tests.testMandelbrot = function(gl) {
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| + gl.disable(gl.DEPTH_TEST);
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| + var sh = new Filter(gl, 'identity-vert', 'mandelbrot-frag');
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| + sh.apply(function(s){
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| + s.uniform1f('z', 0.15);
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| + s.uniform1f('x', -1.25);
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| + });
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| + for (var i=0; i<256; i++) {
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| + sh.apply();
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| + }
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| + sh.destroy();
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| +}
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| +
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| +</script>
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| +<script id="identity-vert" type="x-shader/x-vertex">
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| +
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| + attribute vec3 Vertex;
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| + attribute vec2 Tex;
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| +
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| + varying vec2 texCoord0;
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| + void main()
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| + {
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| + texCoord0 = vec2(Tex.s, Tex.t);
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| + gl_Position = vec4(Vertex, 1.0);
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| + }
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| +</script>
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| +<script id="mandelbrot-frag" type="x-shader/x-fragment">
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| + precision mediump float;
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| +
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| + uniform float x,y,z;
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| + varying vec2 texCoord0;
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| + vec4 iter_z(float cr, float ci) {
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| + int i;
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| + float nzr, nzi, zr = 0.0, zi = 0.0;
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| + vec4 color = vec4(0.0);
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| + for (i=0; i<2500; i++) {
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| + nzr = zr * zr - zi * zi + cr;
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| + nzi = 2.0 * zr * zi + ci;
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| + zr = nzr;
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| + zi = nzi;
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| + }
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| + color = vec4(zi);
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| + color.a = 1.0;
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| + return color;
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| + }
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| +
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| + void main()
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| + {
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| + gl_FragColor = iter_z(x+z*(2.0*texCoord0.s-1.5), y+z*(2.0*texCoord0.t-1.0));
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| + }
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| +</script>
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| +<script id="whiletruevert" type="x-shader/x-vertex">
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| +
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| +
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| + attribute vec3 Vertex; attribute vec2 Tex;
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + float z = 1.0;
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| + while(true) { z += 0.1; z *= 0.995; }
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| + TexCoord = Tex.st;
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| + gl_Position = vec4(Vertex, z);
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| + }
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| +</script>
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| +<script id="loop100Mvert" type="x-shader/x-vertex">
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| +
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| +
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| + attribute vec3 Vertex; attribute vec2 Tex;
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + int i;
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| + float z = 1.0;
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| + for (i = 0; i<1000000000; i++) {
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| + z += 0.1; z *= 0.995;
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| + }
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| + TexCoord = Tex.st;
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| + gl_Position = vec4(Vertex, z);
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| + }
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| +</script>
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| +<script id="loopCompvert" type="x-shader/x-vertex">
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| +
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| +
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| + attribute vec3 Vertex; attribute vec2 Tex;
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + float z = 1.0;
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| + while(z > 0.0) { z += 0.1; z *= 0.995; }
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| + TexCoord = Tex.st;
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| + gl_Position = vec4(Vertex, z);
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| + }
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| +</script>
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| +<script id="variablevert" type="x-shader/x-vertex">
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| +
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| +
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| + attribute vec3 Vertex; attribute vec2 Tex;
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| + varying vec2 TexCoord;
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| +
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| + void main()
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| + {
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| + float z = 1.0;
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| + while(z > Vertex.z) { z += 0.1; z *= 0.995; }
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| + TexCoord = Tex.st;
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| + gl_Position = vec4(Vertex, z);
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| + }
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| +</script>
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| +<script id="vert" type="x-shader/x-vertex">
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| +
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| +
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| + attribute vec3 Vertex; attribute vec2 Tex;
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + TexCoord = Tex.st;
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| + gl_Position = vec4(Vertex, 0.0);
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| + }
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| +</script>
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| +
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| +<script id="whiletruefrag" type="x-shader/x-fragment">
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| +
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| +
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| + precision mediump float;
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| +
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + float z = 1.0;
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| + while(true) { z += 0.1; z *= 0.995; }
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| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
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| + }
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| +</script>
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| +<script id="loop100Mfrag" type="x-shader/x-fragment">
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| +
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| +
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| + precision mediump float;
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| +
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + int i;
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| + float z = 1.0;
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| + for (i = 0; i<1000000000; i++) {
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| + z += 0.1; z *= 0.995;
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| + }
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| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
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| + }
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| +</script>
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| +<script id="loopCompfrag" type="x-shader/x-fragment">
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| +
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| +
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| + precision mediump float;
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| +
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + float z = TexCoord.s;
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| + while(z > 0.0) { z += 0.1; z *= 0.995; }
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| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
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| + }
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| +</script>
|
| +<script id="variablefrag" type="x-shader/x-fragment">
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| +
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| +
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| + precision mediump float;
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| +
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + float z = 1.0;
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| + while(z > TexCoord.s) { z += 0.1; z *= 0.995; }
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| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, z);
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| + }
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| +</script>
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| +<script id="frag" type="x-shader/x-fragment">
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| +
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| +
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| + precision mediump float;
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| +
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| + varying vec2 TexCoord;
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| + void main()
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| + {
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| + gl_FragColor = vec4(1.0, TexCoord.s, TexCoord.t, 1.0);
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| + }
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| +</script>
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| +
|
| +
|
| +<style>canvas{ position:absolute; }</style>
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| +</head><body>
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| + <canvas id="gl" width="512" height="512"></canvas>
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| +</body></html>
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|
|
| Property changes on: conformance/more/glsl/longLoops.html
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| ___________________________________________________________________
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| Added: svn:eol-style
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| + LF
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