| Index: conformance/more/glsl/longLoops.html
|
| ===================================================================
|
| --- conformance/more/glsl/longLoops.html (revision 106149)
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| +++ conformance/more/glsl/longLoops.html (working copy)
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| @@ -1,253 +0,0 @@
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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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| -
|
| -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
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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
|
| -OTHER DEALINGS IN THE SOFTWARE.
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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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| -
|
| -var arr = ['whiletrue', 'loop100M', 'loopComp', 'variable'];
|
| -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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| -
|
| -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>
|
| -<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>
|
| -<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>
|
| -<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>
|
| -<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>
|
| -<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>
|
| -<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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| -
|
| -<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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| - }
|
| -</script>
|
| -<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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| - }
|
| -</script>
|
| -<script id="loopCompfrag" type="x-shader/x-fragment">
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| -
|
| -
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| - precision mediump float;
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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);
|
| - }
|
| -</script>
|
| -<script id="variablefrag" type="x-shader/x-fragment">
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| -
|
| -
|
| - precision mediump float;
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| -
|
| - varying vec2 TexCoord;
|
| - void main()
|
| - {
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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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| - }
|
| -</script>
|
| -<script id="frag" type="x-shader/x-fragment">
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| -
|
| -
|
| - precision mediump float;
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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>
|
| -
|
| -
|
| -<style>canvas{ position:absolute; }</style>
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| -</head><body>
|
| - <canvas id="gl" width="512" height="512"></canvas>
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| -</body></html>
|
|
|