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+<!--
+/*
+** Copyright (c) 2016 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>Point-specific shader variables test</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"> </script>
+</head>
+<body>
+<canvas id="c" width="64" height="64"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script id="vs-assign" type="x-shader/x-vertex">
+attribute vec2 aPosition;
+
+varying vec2 vPos;
+
+void main()
+{
+ gl_Position = vec4(aPosition, 0, 1);
+ vPos = aPosition;
+
+ gl_PointSize = 1.0;
+}
+</script>
+
+<script id="vs-conditional" type="x-shader/x-vertex">
+uniform float renderingPoints; // not assigned, equal to 0.0
+attribute vec2 aPosition;
+
+varying vec2 vPos;
+
+void main()
+{
+ gl_Position = vec4(aPosition, 0, 1);
+ vPos = aPosition;
+
+ if (renderingPoints > 0.0) {
+ gl_PointSize = 1.0;
+ }
+}
+</script>
+
+<script id="fs-overwrite" type="x-shader/x-fragment">
+varying mediump vec2 vPos;
+
+void main()
+{
+ gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);
+ gl_FragColor = vec4(vPos * -2.0, 0, 1);
+}
+</script>
+
+<script id="fs-unused-branch" type="x-shader/x-fragment">
+varying mediump vec2 vPos;
+uniform mediump float uDefaultsToZero;
+
+void main()
+{
+ gl_FragColor = vec4(vPos * -2.0, 0, 1);
+ if (uDefaultsToZero == 1.0) {
+ gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);
+ }
+}
+</script>
+
+<script>
+"use strict";
+description(document.title);
+
+debug('This test verifies rendering with programs referencing shader variables specific to rendering of POINTS primitives.');
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("c", {depth: false});
+
+var prog_overwrite = wtu.setupProgram(gl, ["vs-assign", "fs-overwrite"], ["aPosition"]);
+var prog_branch = wtu.setupProgram(gl, ["vs-assign", "fs-unused-branch"], ["aPosition"]);
+var prog_cond_overwrite = wtu.setupProgram(gl, ["vs-conditional", "fs-overwrite"], ["aPosition"]);
+var prog_cond_branch = wtu.setupProgram(gl, ["vs-conditional", "fs-unused-branch"], ["aPosition"]);
+
+var vertData = new Float32Array([
+ -1, -1,
+ +1, -1,
+ -1, +1,
+]);
+
+var vertexObject = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+gl.bufferData(gl.ARRAY_BUFFER, vertData, gl.STATIC_DRAW);
+
+gl.enableVertexAttribArray(0);
+gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+//////////
+
+debug("");
+debug("prog-overwrite");
+
+gl.clear(gl.COLOR_BUFFER_BIT);
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left
+
+gl.useProgram(prog_overwrite);
+gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left
+wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right
+
+
+//////////
+
+debug("");
+debug("prog-branch");
+
+gl.clear(gl.COLOR_BUFFER_BIT);
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left
+
+gl.useProgram(prog_branch);
+gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left
+wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right
+
+//////////
+
+debug("");
+debug("prog-cond-overwrite");
+
+gl.clear(gl.COLOR_BUFFER_BIT);
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left
+
+gl.useProgram(prog_cond_overwrite);
+gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left
+wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right
+
+
+//////////
+
+debug("");
+debug("prog-cond-branch");
+
+gl.clear(gl.COLOR_BUFFER_BIT);
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left
+
+gl.useProgram(prog_cond_branch);
+gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left
+wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right
+
+var successfullyParsed = true;
+</script>
+
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>