| Index: conformance/more/glsl/arrayOutOfBounds.html
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| ===================================================================
|
| --- conformance/more/glsl/arrayOutOfBounds.html (revision 106149)
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| +++ conformance/more/glsl/arrayOutOfBounds.html (working copy)
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| @@ -1,273 +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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| -
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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
|
| -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
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| -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,
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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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| -<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.testOk = function(gl) {
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| - var sh = new Filter(gl, 'okvert', 'frag');
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| - assertOk(function(){sh.apply();});
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| - sh.destroy();
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| -
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| - var sh = new Filter(gl, 'vert', 'okfrag');
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| - assertOk(function(){sh.apply();});
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| - sh.destroy();
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| -
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| - var sh = new Filter(gl, 'vert', 'frag');
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| - assertOk(function(){sh.apply();});
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| - sh.destroy();
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| -}
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| -
|
| -var arr = ['cr', 'cw', 'vr', 'vw'];
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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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| - assertFail(function(){sh.apply();});
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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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| - assertFail(function(){sh.apply();});
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| - sh.destroy();
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| - }
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| -});
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| -
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| -
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| -</script>
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| -<script id="okvert" type="x-shader/x-vertex">
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| -
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| -
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| - attribute vec3 Vertex;
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| - 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;
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - gl_Position = vec4(Vertex, x[2]);
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| - }
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| -</script>
|
| -<script id="crvert" type="x-shader/x-vertex">
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| -
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| -
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| - attribute vec3 Vertex;
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| - 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;
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - gl_Position = vec4(Vertex, x[4]);
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| - }
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| -</script>
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| -<script id="cwvert" type="x-shader/x-vertex">
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| -
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| -
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| - attribute vec3 Vertex;
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| - 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;
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - x[4] = Vertex.z;
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| - gl_Position = vec4(Vertex, x[4]);
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| - }
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| -</script>
|
| -<script id="vrvert" type="x-shader/x-vertex">
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| -
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| -
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| - attribute vec3 Vertex;
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| - 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;
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - int idx = 4 * int(max(1.0, Vertex.x*20.0));
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| - gl_Position = vec4(Vertex, x[idx]);
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| - }
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| -</script>
|
| -<script id="vwvert" type="x-shader/x-vertex">
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| -
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| -
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| - attribute vec3 Vertex;
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| - 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;
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - int idx = 4 * int(max(1.0, Vertex.x*20.0));
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| - x[idx] = Vertex.z;
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| - gl_Position = vec4(Vertex, x[idx]);
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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;
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| - 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;
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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="okfrag" 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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| -
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| - void main()
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| - {
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[2]);
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| - }
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| -</script>
|
| -<script id="crfrag" 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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| -
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| - void main()
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| - {
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| - gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]);
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| - }
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| -</script>
|
| -<script id="cwfrag" 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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| -
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| - void main()
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| - {
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| -
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| - x[4] = 6.0;
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| - gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]);
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| - }
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| -</script>
|
| -<script id="vrfrag" 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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| -
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| - void main()
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| - {
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| - float x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| -
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| - int idx = 4 * int(max(1.0, TexCoord.x*20.0));
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| - gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]);
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| - }
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| -</script>
|
| -<script id="vwfrag" type="x-shader/x-fragment">
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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 x[3];
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| - x[0] = 1.0;
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| - x[1] = 2.0;
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| - x[2] = 3.0;
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| -
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| - int idx = 4 * int(max(1.0, TexCoord.x*20.0));
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| - x[idx] = 6.0;
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| - gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]);
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| - }
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| -</script>
|
| -<script id="frag" type="x-shader/x-fragment">
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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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| -
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| - void main()
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| - {
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| - gl_FragColor = vec4(1.0, 0.0, TexCoord.s, 1.0);
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| - }
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| -</script>
|
| -
|
| -
|
| -<style>canvas{ position:absolute; }</style>
|
| -</head><body>
|
| - <canvas id="gl" width="16" height="16"></canvas>
|
| -</body></html>
|
|
|