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<!--

/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL ShaderL Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/desktop-gl-constants.js"></script>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<script id="vs" type="x-shader/x-fragment">
attribute vec4 vPosition;
varying vec2 texCoord;
void main() {
    gl_Position = vPosition;
    texCoord = vPosition.xy * 0.5 + 0.5;
}
</script>
<script id="fs-green" type="x-shader/x-fragment">
precision mediump float;
void main() {
    gl_FragData[0] = vec4(0, 1, 0, 1);
}
</script>
<script id="fs-red" type="x-shader/x-fragment">
precision mediump float;
void main() {
    gl_FragData[0] = vec4(1, 0, 0, 1);
}
</script>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("This test checks a few things about WebGL Shaders.");

debug("");
debug("Canvas.getContext");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
  testFailed("context does not exist");
} else {
  testPassed("context exists");

  debug("");
  debug("Checking shaders.");

  // Create the shader object
  var shader = gl.createShader(desktopGL['GEOMETRY_SHADER_ARB']);
  assertMsg(shader == null,
            "should not be able to create GEOMETRY shader");

  checkDeferredCompliation()
}

function checkDeferredCompliation() {
  var vs = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vs, document.getElementById("vs").text);
  gl.compileShader(vs);
  var fs = gl.createShader(gl.FRAGMENT_SHADER);
  // Compile the green shader
  gl.shaderSource(fs, document.getElementById("fs-green").text);
  gl.compileShader(fs);
  // Load the red shader source but do NOT compile it
  gl.shaderSource(fs, document.getElementById("fs-red").text);
  var p = gl.createProgram();
  gl.attachShader(p, vs);
  gl.attachShader(p, fs);
  gl.bindAttribLocation(p, 0, "vPosition");
  gl.linkProgram(p);
  gl.useProgram(p);
  wtu.setupUnitQuad(gl, 0, 1);
  wtu.clearAndDrawUnitQuad(gl);
  wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}

debug("");
var successfullyParsed = true;

</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>