mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
80 lines
2.4 KiB
HTML
80 lines
2.4 KiB
HTML
<!--
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Copyright (c) 2010 Mozilla Foundation. 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>
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<html>
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<head>
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<!-- This is a visual test that programs must have both a vertex and
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fragment shader attached; the fixed function pipeline on the
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desktop must remain disabled. -->
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<script type="text/javascript">
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function log() {
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var s = "";
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for (var i = 0; i < arguments.length; ++i) {
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s += arguments[i] + " ";
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}
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document.getElementById("log").innerHTML += s + "<br>";
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}
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function go() {
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var gl = document.getElementById("c").getContext("experimental-webgl");
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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var vs = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
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gl.compileShader(vs);
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var fs = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs, "#ifdef GL_ES\nprecision mediump float;\n#endif\n varying vec4 vColor; void main() { gl_FragColor = vColor; }");
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gl.compileShader(fs);
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var prog = gl.createProgram();
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gl.attachShader(prog, vs);
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// don't attach a fragment shader -- may use fixed pipeline on desktop if the implementation doesn't check!
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//gl.attachShader(prog, fs);
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gl.bindAttribLocation(prog, 0, "aVertex");
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gl.bindAttribLocation(prog, 1, "aColor");
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gl.linkProgram(prog);
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var vbuf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
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gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray([-1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, 0.0, 1.0,
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1.0, -1.0, 0.0, 1.0,
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1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
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var cbuf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, cbuf);
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gl.bufferData(gl.ARRAY_BUFFER, new WebGLUnsignedByteArray([255, 0, 0,
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0, 255, 0,
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0, 0, 255,
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255, 255, 0]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(1, 3, gl.UNSIGNED_BYTE, false, 0, 0);
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gl.enableVertexAttribArray(0);
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gl.enableVertexAttribArray(1);
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gl.useProgram(prog);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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log("glError", "0x" + gl.getError().toString(16));
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}
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</script>
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</head>
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<body onload="go()">
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<p>Should be green in the rectangle below:</p>
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<canvas style="background: green;" id="c"></canvas>
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<div id="log"></div>
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</body>
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</html>
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