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+<!-- Any copyright is dedicated to the Public Domain.
+ http://creativecommons.org/publicdomain/zero/1.0/ -->
+<!doctype html>
+
+<html>
+ <head>
+ <meta charset="utf-8"/>
+ <title>WebGL editor test page</title>
+
+ <script id="shader-vs" type="x-shader/x-vertex">
+ precision lowp float;
+ attribute vec3 aVertexPosition;
+ uniform float uDepth;
+
+ void main(void) {
+ gl_Position = vec4(aVertexPosition, uDepth);
+ }
+ </script>
+
+ <script id="shader-fs-0" type="x-shader/x-fragment">
+ precision lowp float;
+
+ void main(void) {
+ gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);
+ }
+ </script>
+
+ <script id="shader-fs-1" type="x-shader/x-fragment">
+ precision lowp float;
+
+ void main(void) {
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+ }
+ </script>
+ </head>
+
+ <body>
+ <canvas id="canvas" width="128" height="128"></canvas>
+
+ <script type="text/javascript;version=1.8">
+ "use strict";
+
+ let canvas, gl;
+ let program = [];
+ let squareVerticesPositionBuffer;
+ let vertexPositionAttribute = [];
+ let depthUniform = [];
+
+ window.onload = function() {
+ canvas = document.querySelector("canvas");
+ gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
+ gl.clearColor(0.0, 0.0, 0.0, 1.0);
+
+ initProgram(0);
+ initProgram(1);
+ initBuffers();
+ drawScene();
+ }
+
+ function initProgram(i) {
+ let vertexShader = getShader("shader-vs");
+ let fragmentShader = getShader("shader-fs-" + i);
+
+ program[i] = gl.createProgram();
+ gl.attachShader(program[i], vertexShader);
+ gl.attachShader(program[i], fragmentShader);
+ gl.linkProgram(program[i]);
+
+ vertexPositionAttribute[i] = gl.getAttribLocation(program[i], "aVertexPosition");
+ gl.enableVertexAttribArray(vertexPositionAttribute[i]);
+
+ depthUniform[i] = gl.getUniformLocation(program[i], "uDepth");
+ }
+
+ function getShader(id) {
+ let script = document.getElementById(id);
+ let source = script.textContent;
+ let shader;
+
+ if (script.type == "x-shader/x-fragment") {
+ shader = gl.createShader(gl.FRAGMENT_SHADER);
+ } else if (script.type == "x-shader/x-vertex") {
+ shader = gl.createShader(gl.VERTEX_SHADER);
+ }
+
+ gl.shaderSource(shader, source);
+ gl.compileShader(shader);
+
+ return shader;
+ }
+
+ function initBuffers() {
+ squareVerticesPositionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 1.0, 1.0, 0.0,
+ -1.0, 1.0, 0.0,
+ 1.0, -1.0, 0.0,
+ -1.0, -1.0, 0.0
+ ]), gl.STATIC_DRAW);
+ }
+
+ function drawScene() {
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ for (let i = 0; i < 2; i++) {
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
+ gl.vertexAttribPointer(vertexPositionAttribute[i], 3, gl.FLOAT, false, 0, 0);
+
+ gl.useProgram(program[i]);
+ gl.uniform1f(depthUniform[i], i + 1);
+ blend(i);
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+ }
+
+ window.requestAnimationFrame(drawScene);
+ }
+
+ function blend(i) {
+ if (i == 0) {
+ gl.disable(gl.BLEND);
+ }
+ else if (i == 1) {
+ gl.enable(gl.BLEND);
+ gl.blendColor(0.5, 0, 0, 0.25);
+ gl.blendEquationSeparate(
+ gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_SUBTRACT);
+ gl.blendFuncSeparate(
+ gl.CONSTANT_COLOR, gl.ONE_MINUS_CONSTANT_COLOR,
+ gl.ONE_MINUS_CONSTANT_COLOR, gl.CONSTANT_COLOR);
+ }
+ }
+ </script>
+ </body>
+
+</html>