blob: 0182f9fa587082b3a09f1f217f0764f9ca52d6e4 [file] [edit]
<!DOCTYPE html>
<html>
<head>
<script src="../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<script id="quadFragmentShader" type="x-shader/x-fragment">
precision highp float;
varying vec2 texCoord;
void main() {
gl_FragColor = vec4(texCoord, 0.5, 1.0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
function runTest(canvas)
{
const gl = wtu.create3DContext(canvas);
const program = wtu.setupSimpleTextureProgram(gl);
const samplerLoc = gl.getUniformLocation(program, "tex");
const buffers = wtu.setupUnitQuad(gl);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const pixels = new Uint8Array(256*256*4);
for (var y = 0; y < 256; y++)
for (var x = 0; x < 256; x++)
pixels.set([x, y, 127, 255], 4 * (256 * y + x));
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 256, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
gl.uniform1i(samplerLoc, 0);
wtu.clearAndDrawUnitQuad(gl);
}
function init()
{
runTest(document.getElementById("canvas0"));
runTest(document.getElementById("canvas1"));
finishTest();
}
</script>
</head>
<body onload="init()">
<canvas id="canvas0" width="256" height="256"></canvas>
<canvas id="canvas1" width="256" height="256"></canvas>
</body>
</html>