Bug 1945965 – remove new tab April Fools logo. r=home-newtab-reviewers,reemhamz
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2 <!--
3 Copyright (c) 2019 The Khronos Group Inc.
4 Use of this source code is governed by an MIT-style license that can be
5 found in the LICENSE.txt file.
6 -->
8 <!DOCTYPE html>
9 <html>
10 <head>
11 <meta charset="utf-8">
12 <title>GLSL Array of Structs Uniform</title>
13 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
14 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
15 <script src="../../../js/js-test-pre.js"></script>
16 <script src="../../../js/webgl-test-utils.js"> </script>
18 <script id="vshader" type="x-shader/x-vertex">
19 attribute vec4 a_position;
20 void main(void) {
21 gl_Position = a_position;
23 </script>
24 <script id="fshader0" type="x-shader/x-fragment">
25 precision mediump float;
26 struct my_struct {
27 vec4 color;
29 uniform my_struct u_colors[2];
30 void main(void) {
31 gl_FragColor = u_colors[0].color;
33 </script>
34 <script id="fshader1" type="x-shader/x-fragment">
35 precision mediump float;
36 struct my_struct {
37 vec4 color;
39 uniform my_struct u_colors[2];
40 void main(void) {
41 gl_FragColor = u_colors[1].color;
43 </script>
44 <script id="fshader2" type="x-shader/x-fragment">
45 precision mediump float;
46 struct my_struct {
47 vec4 color1;
48 vec4 color2;
50 uniform my_struct u_colors[2];
51 void main(void) {
52 gl_FragColor = u_colors[0].color1 + u_colors[0].color2 + u_colors[1].color1 +u_colors[1].color2;
54 </script>
55 <script id="fshader3" type="x-shader/x-fragment">
56 precision mediump float;
57 struct my_struct {
58 float r;
59 float g;
60 float b;
61 float a;
63 uniform my_struct u_colors[2];
64 void main(void) {
65 gl_FragColor = vec4(u_colors[0].r, u_colors[0].g, u_colors[1].b, u_colors[1].a);
67 </script>
68 </head>
69 <body>
70 <canvas id="canvas" width="50" height="50"></canvas>
71 <div id="description"></div>
72 <div id="console"></div>
73 <script>
74 "use strict";
75 description();
77 var wtu = WebGLTestUtils;
78 var gl = wtu.create3DContext("canvas");
79 wtu.setupUnitQuad(gl);
81 for (var ii = 0; ii < 2; ++ii) {
82 var program = wtu.setupProgram(gl, ["vshader", "fshader" + ii], ["a_position"]);
83 var red_loc = gl.getUniformLocation(program, "u_colors[" + ii + "].color");
84 var green_loc = gl.getUniformLocation(program, "u_colors[" + (1 - ii) + "].color");
85 gl.uniform4fv(red_loc, [1, 0, 0, 1]);
86 gl.uniform4fv(green_loc, [0, 1, 0, 1]);
87 wtu.clearAndDrawUnitQuad(gl);
88 wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red");
91 var program = wtu.setupProgram(gl, ["vshader", "fshader2"], ["a_position"]);
92 var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
93 shouldBe("numUniforms", "4");
94 var uniforms = []
95 for (var ii = 0; ii < numUniforms; ++ii) {
96 uniforms.push(gl.getActiveUniform(program, ii).name);
98 uniforms.sort();
99 shouldBe("uniforms[0]", '"u_colors[0].color1"');
100 shouldBe("uniforms[1]", '"u_colors[0].color2"');
101 shouldBe("uniforms[2]", '"u_colors[1].color1"');
102 shouldBe("uniforms[3]", '"u_colors[1].color2"');
103 var loc00 = gl.getUniformLocation(program, "u_colors[0].color1");
104 var loc01 = gl.getUniformLocation(program, "u_colors[0].color2");
105 var loc10 = gl.getUniformLocation(program, "u_colors[1].color1");
106 var loc11 = gl.getUniformLocation(program, "u_colors[1].color2");
107 shouldBeTrue("loc00 != undefined");
108 shouldBeTrue("loc01 != undefined");
109 shouldBeTrue("loc10 != undefined");
110 shouldBeTrue("loc11 != undefined");
111 gl.uniform4fv(loc00, [1, 0, 0, 0]);
112 gl.uniform4fv(loc01, [0, 1, 0, 0]);
113 gl.uniform4fv(loc10, [0, 0, 1, 0]);
114 gl.uniform4fv(loc11, [0, 0, 0, 1]);
115 wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]);
116 wtu.checkCanvas(gl, [255, 255, 255, 255], "Should be white");
118 program = wtu.setupProgram(gl, ["vshader", "fshader3"], ["a_position"]);
119 var loc0r = gl.getUniformLocation(program, "u_colors[0].r");
120 var loc0g = gl.getUniformLocation(program, "u_colors[0].g");
121 var loc0b = gl.getUniformLocation(program, "u_colors[0].b");
122 var loc0a = gl.getUniformLocation(program, "u_colors[0].a");
123 var loc1r = gl.getUniformLocation(program, "u_colors[1].r");
124 var loc1g = gl.getUniformLocation(program, "u_colors[1].g");
125 var loc1b = gl.getUniformLocation(program, "u_colors[1].b");
126 var loc1a = gl.getUniformLocation(program, "u_colors[1].a");
127 shouldBeTrue("loc0r != undefined");
128 shouldBeTrue("loc0g != undefined");
129 shouldBeTrue("loc1b != undefined");
130 shouldBeTrue("loc1a != undefined");
131 gl.uniform1f(loc0r, 1);
132 gl.uniform1f(loc0g, 1);
133 gl.uniform1f(loc1b, 1);
134 gl.uniform1f(loc1a, 1);
135 wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]);
136 wtu.checkCanvas(gl, [255, 255, 255, 255], "Should be white");
138 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
140 var successfullyParsed = true;
141 </script>
142 <script src="../../../js/js-test-post.js"></script>
143 </body>
144 </html>