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