mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
377 lines
10 KiB
HTML
377 lines
10 KiB
HTML
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<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>WebGL GLSL Conformance Tests</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="text/something-not-javascript">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="fshader" type="text/something-not-javascript">
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(1.0,0.0,0.0,1.0);
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}
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</script>
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<script id="fshaderWithPrecision" type="text/something-not-javascript">
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void main()
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{
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gl_FragColor = mediump vec4(1.0,0.0,0.0,1.0);
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}
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</script>
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<script id="fshaderWithDefaultPrecision" type="text/something-not-javascript">
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(1.0,0.0,0.0,1.0);
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}
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</script>
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<script id="fshaderWithOutPrecision" type="text/something-not-javascript">
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uniform vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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</script>
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<script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript">
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precision mediump float;
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uniform float gl_foo;
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void main()
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{
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gl_FragColor = vec4(gl_foo,0.0,0.0,1.0);
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}
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</script>
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<script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascript">
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#if defined(GL_ES)
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,1.0);
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}
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#else
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foo
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#endif
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</script>
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<script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-javascript">
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#if __VERSION__ == 100
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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}
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#else
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foo
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#endif
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</script>
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<script id="fshaderWithFragDepth" type="text/something-not-javascript">
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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gl_FragDepth = 1.0;
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}
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</script>
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<script id="vshaderWithClipVertex" type="text/something-not-javascript">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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gl_ClipVertex = vPosition;
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}
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</script>
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<script id="fshaderWith__Define" type="text/something-not-javascript">
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#define __foo 1
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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}
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</script>
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<script id="fshaderWithGL_Define" type="text/something-not-javascript">
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#define GL_FOO 1
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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}
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</script>
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<script id="fshaderWithDefineLineContinuation" type="text/something-not-javascript">
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#define foo this \
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is a test
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precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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}
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</script>
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<script id="vshaderWithgl_Color" type="text/something-not-javascript">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = gl_Color;
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}
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</script>
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<script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition * gl_ProjectionMatrix;
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}
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</script>
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<script id="vshaderWithAttributeArray" type="text/something-not-javascript">
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attribute vec4 vPosition[2];
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void main()
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{
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gl_Position = vPosition[0] + vPosition[1];
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}
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</script>
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<script id="vshaderWithwebgl_" type="text/something-not-javascript">
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attribute vec4 webgl_vPosition;
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void main()
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{
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gl_Position = webgl_vPosition;
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}
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</script>
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<script id="vshaderWith_webgl_" type="text/something-not-javascript">
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attribute vec4 _webgl_vPosition;
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void main()
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{
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gl_Position = _webgl_vPosition;
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}
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</script>
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<canvas id="canvas" width="2" height="2"> </canvas>
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<script>
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description("This test ensures WebGL implementations allow proper GLES2 shaders compile and improper ones fail.");
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debug("");
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debug("Canvas.getContext");
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var gl = create3DContext(document.getElementById("canvas"));
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if (!gl) {
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testFailed("context does not exist");
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} else {
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testPassed("context exists");
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debug("");
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debug("Checking various GLSL programs.");
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function log(msg) {
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if (window.console && window.console.log) {
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window.console.log(msg);
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}
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}
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function loadShader(shaderType, shaderId) {
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// Get the shader source.
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var shaderSource = document.getElementById(shaderId).text;
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// Create the shader object
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var shader = gl.createShader(shaderType);
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if (shader == null) {
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debug("*** Error: unable to create shader '"+shaderId+"'");
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return null;
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}
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// Load the shader source
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gl.shaderSource(shader, shaderSource);
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// Compile the shader
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gl.compileShader(shader);
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// Check the compile status
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var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!compiled) {
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// Something went wrong during compilation; get the error
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var error = gl.getShaderInfoLog(shader);
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log("*** Error compiling shader '"+shader+"':"+error);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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var shaderInfo = [
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithPrecision',
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fShaderSuccess: true,
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linkSuccess: true,
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passMsg: 'frament shader with precision compiled and linked'
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},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithDefaultPrecision',
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fShaderSuccess: true,
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linkSuccess: true,
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passMsg: 'fragment shader with default precision compiled and linked'
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},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithOutPrecision',
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fShaderSuccess: false,
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linkSuccess: false,
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passMsg: 'fragment shader without precision should fail',
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},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithInvalidIdentifier',
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fShaderSuccess: false,
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linkSuccess: false,
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passMsg: 'fragment shader with gl_ identifier should fail',
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},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithGLSLPreprocessorSymbol',
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fShaderSuccess: true,
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linkSuccess: true,
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passMsg: 'fragment shader that uses GL_ES preprocessor symbol should succeed',
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},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithVERSION100PreprocessorSymbol',
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fShaderSuccess: true,
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linkSuccess: true,
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passMsg: 'fragment shader that uses __VERSION__==100 should succeed',
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},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithFragDepth',
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fShaderSuccess: false,
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linkSuccess: true,
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passMsg: 'fragment shader that uses gl_FragDepth should fail',
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},
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{ vShaderId: 'vshaderWithClipVertex',
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vShaderSuccess: false,
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fShaderId: 'fshader',
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fShaderSuccess: true,
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linkSuccess: false,
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passMsg: 'vertex shader that uses gl_ClipVertex should fail',
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},
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//{ vShaderId: 'vshader',
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// vShaderSuccess: true,
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// fShaderId: 'fshaderWith__Define',
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// fShaderSuccess: false,
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// linkSuccess: false,
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// passMsg: 'fragment shader that uses __ define should fail',
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//},
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//{ vShaderId: 'vshader',
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// vShaderSuccess: true,
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// fShaderId: 'fshaderWithGL_Define',
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// fShaderSuccess: false,
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// linkSuccess: false,
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// passMsg: 'fragment shader that uses GL_ define should fail',
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//},
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{ vShaderId: 'vshader',
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vShaderSuccess: true,
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fShaderId: 'fshaderWithDefineLineContinuation',
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fShaderSuccess: false,
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linkSuccess: false,
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passMsg: 'fragment shader that uses has line continuation macro should fail',
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},
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{ vShaderId: 'vshaderWithgl_Color',
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vShaderSuccess: false,
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fShaderId: 'fshader',
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fShaderSuccess: true,
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linkSuccess: false,
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passMsg: 'vertex shader that uses gl_Color should fail',
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},
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{ vShaderId: 'vshaderWithgl_ProjectionMatrix',
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vShaderSuccess: false,
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fShaderId: 'fshader',
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fShaderSuccess: true,
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linkSuccess: false,
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passMsg: 'vertex shader that uses gl_ProjectionMatrix should fail',
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},
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{ vShaderId: 'vshaderWithAttributeArray',
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vShaderSuccess: false,
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fShaderId: 'fshader',
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fShaderSuccess: true,
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linkSuccess: false,
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passMsg: 'vertex shader that uses attribute array should fail as per GLSL page 110, appendix A, section 5',
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},
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{ vShaderId: 'vshaderWithwebgl_',
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vShaderSuccess: false,
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fShaderId: 'fshader',
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fShaderSuccess: true,
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linkSuccess: false,
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passMsg: 'vertex shader that uses _webgl identifier should fail',
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},
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{ vShaderId: 'vshaderWith_webgl_',
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vShaderSuccess: false,
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fShaderId: 'fshader',
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fShaderSuccess: true,
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linkSuccess: false,
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passMsg: 'vertex shader that uses _webgl_ identifier should fail',
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}
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];
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for (var ii = 0; ii < shaderInfo.length; ++ii) {
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var info = shaderInfo[ii];
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log("vs = " + info.vShaderId + ", fs = " + info.fShaderId);
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//debug(info.fShaderId);
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var vShader = loadShader(gl.VERTEX_SHADER, info.vShaderId);
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if ((vShader != null) != info.vShaderSuccess) {
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testFailed(info.passMsg);
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continue;
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}
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var fShader = loadShader(gl.FRAGMENT_SHADER, info.fShaderId);
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//debug(fShader == null ? "fail" : "succeed");
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if ((fShader != null) != info.fShaderSuccess) {
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testFailed(info.passMsg);
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continue;
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}
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if (vShader && fShader) {
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var program = gl.createProgram();
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gl.attachShader(program, vShader);
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gl.attachShader(program, fShader);
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gl.linkProgram(program);
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var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
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if (!linked) {
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var error = gl.getProgramInfoLog(shader);
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log("*** Error linking program '"+program+"':"+error);
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}
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if (linked != info.linkSuccess) {
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testFailed(info.passMsg);
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continue;
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}
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} else {
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if (info.linkSuccess) {
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testFailed(info.passMsg);
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continue;
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}
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}
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testPassed(info.passMsg);
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}
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}
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debug("");
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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<script>
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</script>
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</body>
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</html>
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