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-rw-r--r--dom/canvas/test/webgl-conf/checkout/resources/floatUniformShader.vert43
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diff --git a/dom/canvas/test/webgl-conf/checkout/resources/floatUniformShader.vert b/dom/canvas/test/webgl-conf/checkout/resources/floatUniformShader.vert
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+++ b/dom/canvas/test/webgl-conf/checkout/resources/floatUniformShader.vert
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+/*
+ * Copyright (c) 2009 The Chromium Authors. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+uniform float fval;
+uniform vec2 fval2;
+uniform vec3 fval3;
+uniform vec4 fval4;
+
+void main()
+{
+ float sum = fval
+ + fval2[0] + fval2[1]
+ + fval3[0] + fval3[1] + fval3[2]
+ + fval4[0] + fval4[1] + fval4[2] + fval4[3];
+ gl_Position = vec4(sum, 0.0, 0.0, 1.0);
+}