gecko/content/canvas/test/webgl/more/functions/uniformMatrix.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<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 = wrapGLContext(canvas.getContext(GL_CONTEXT_ID));
return [gl];
}
Tests.testUniformf = function(gl) {
var sh = new Filter(gl, 'foobar-vert', 'foobar-frag');
sh.apply(function(f){
var foo = f.uniform('foo');
var bar = f.uniform('bar');
var bar3 = f.uniform('bar3');
gl.uniformMatrix4fv(foo, false, [1,0,0,0, 0,2,0,0, 0,0,3,0, 0,0,0,4]);
gl.uniformMatrix2fv(bar, false, [2,1, 2,2]);
gl.uniformMatrix3fv(bar3, false, [2,2,2, 2,2,2, 2,1,2]);
});
var d = new Uint8Array(4);
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, d);
assertEquals([1,2,3,8], [d[0], d[1], d[2], d[3]]);
sh.destroy();
}
Tests.endUnit = function(gl) {
}
</script>
<script id="foobar-vert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
uniform mat2 bar;
uniform mat3 bar3;
varying vec4 texCoord0;
void main()
{
texCoord0 = vec4(Tex.s, 1.0-Tex.t, bar[0][1]+bar3[2][1], 0.0);
gl_Position = vec4(Vertex, 1.0);
}
</script>
<script id="foobar-frag" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 foo;
varying vec4 texCoord0;
void main()
{
gl_FragColor = vec4(foo[0][0]/256.0, foo[1][1]/256.0, foo[2][2]/256.0, foo[3][3]*texCoord0.z/256.0);
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
</body></html>