<!DOCTYPE HTML> <html> <head> <meta charset='utf-8'/> <script src='/tests/SimpleTest/SimpleTest.js'></script> <link rel='stylesheet' href='/tests/SimpleTest/test.css'> <script src='webgl-util.js'></script> </head> <body> <script id='vs' type='x-shader/x-vertex'> attribute vec2 aVertCoord; void main(void) { gl_Position = vec4(aVertCoord, 0.0, 1.0); } </script> <script id='fs' type='x-shader/x-fragment'> precision mediump float; uniform sampler2D uTexUnit; void main(void) { vec4 tex = texture2D(uTexUnit, vec2(0)); gl_FragColor = vec4(tex.r, 1.0, 0.0, 1.0); } </script> <script> 'use strict'; var gl = null; do { var c = document.createElement('canvas'); gl = c.getContext('webgl'); if (!gl) { todo(false, 'Get GL working here first.'); break; } var ext = gl.getExtension('WEBGL_depth_texture'); if (!ext) { todo(false, 'WEBGL_depth_texture not supported, which is fine.'); break; } var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs'); if (!prog) { ok(false, 'Program linking should succeed.'); break; } var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null); var uTexUnit = gl.getUniformLocation(prog, 'uTexUnit'); gl.useProgram(prog); gl.uniform1i(uTexUnit, 0); gl.drawArrays(gl.POINTS, 0, 1); ok(!gl.getError(), 'Should have no errors.'); } while (false); ok(true, 'Test complete.'); </script> </body> </html>