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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 GLSL Conformance Tests</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShaderNoVarying" type="text/something-not-javascript">
void main()
{
    gl_Position = vec4(0,0,0,0);
}
</script>
<script id="vertexShaderUnusedVarying" type="text/something-not-javascript">
varying vec4 v_varying;

void main()
{
    gl_Position = vec4(0,0,0,0);
}
</script>
<script id="vertexShaderUsedVarying" type="text/something-not-javascript">
varying vec4 v_varying;

void main()
{
    gl_Position = v_varying;
}
</script>
<script id="fragmentShaderUnusedVarying" type="text/something-not-javascript">
precision mediump float;

varying vec4 v_varying;

void main()
{
    gl_FragColor = vec4(0,0,0,0);
}
</script>
<script id="fragmentShaderUsedVarying" type="text/something-not-javascript">
precision mediump float;

varying vec4 v_varying;

void main()
{
    gl_FragColor = v_varying;
}
</script>
<script>
// GLSL 1.0.17 4.3.5
"use strict";
GLSLConformanceTester.runTests([
  {
    vShaderId: "vertexShaderNoVarying",
    vShaderSuccess: true,
    fShaderId: "fragmentShaderUnusedVarying",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "vertex shader with no varying and fragment shader with unused varying must succeed",
  },
  {
    vShaderId: "vertexShaderNoVarying",
    vShaderSuccess: true,
    fShaderId: "fragmentShaderUsedVarying",
    fShaderSuccess: true,
    linkSuccess: false,
    passMsg: "vertex shader with no varying and fragment shader with used varying must fail",
  },
  {
    vShaderId: "vertexShaderUnusedVarying",
    vShaderSuccess: true,
    fShaderId: "fragmentShaderUnusedVarying",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "vertex shader with unused varying and fragment shader with unused varying must succeed",
  },
  {
    vShaderId: "vertexShaderUnusedVarying",
    vShaderSuccess: true,
    fShaderId: "fragmentShaderUsedVarying",
    fShaderSuccess: true,
    linkSuccess: true,
    passMsg: "vertex shader with unused varying and fragment shader with used varying must succeed",
  },
]);
var successfullyParsed = true;
</script>
</body>
</html>