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<!--
/*
** Copyright (c) 2015 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>Default precision qualifiers should only work with int, float and sampler types</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>
<!-- See ESSL 3.00 section 4.5.4 -->
<script id="precisionVec" type="x-shader/x-fragment">#version 300 es
precision mediump float;
precision mediump vec2;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script id="precisionVoid" type="x-shader/x-fragment">#version 300 es
precision mediump float;
precision mediump void;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script id="precisionUint" type="x-shader/x-fragment">#version 300 es
precision mediump float;
precision mediump uint;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description();
GLSLConformanceTester.runTests([
{
fShaderId: "precisionVec",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "default precision qualifier shouldn't work with vec2"
},
{
fShaderId: "precisionVoid",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "default precision qualifier shouldn't work with void"
},
{
fShaderId: "precisionUint",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "default precision qualifier shouldn't work with uint"
}
], 2);
</script>
</body>
</html>
|