tor-browser

The Tor Browser
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shader-with-for-loop.html (2317B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>WebGL GLSL Conformance Tests</title>
     12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
     13 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
     14 <script src="../../../js/js-test-pre.js"></script>
     15 <script src="../../../js/webgl-test-utils.js"></script>
     16 <script src="../../../js/glsl-conformance-test.js"></script>
     17 </head>
     18 <body>
     19 <div id="description"></div>
     20 <div id="console"></div>
     21 <script id="fragmentShader" type="text/something-not-javascript">
     22 // fragment shader with for loop should succeed
     23 
     24 // TODO(gman): trim to min size to test bug.
     25 precision mediump float;
     26 uniform float time;
     27 uniform vec2 resolution;
     28 
     29 // Saw-tooth function that is synced with the demo music (128bpm)
     30 float gBeat;
     31 
     32 // Calculate the surface color
     33 vec3 surfColor(vec2 p)
     34 {
     35    vec2 q=vec2(sin(.08*p.x),4.*p.y);
     36    vec3 c=vec3(0);
     37    for(float i=0.;i<15.;i++)
     38      c+=(1.+sin(i*sin(time)+vec3(0.,1.3,2.2)))*.2/length(q-vec2(sin(i),12.*sin(.3*time+i)));
     39    return c+vec3(mix(mod(floor(p.x*.2)+floor(p.y*2.2),2.),.2,gBeat));
     40 }
     41 
     42 // Ray trace (cylinder)
     43 vec3 trace(vec3 o,vec3 d)
     44 {
     45    d.y*=.65+.1*sin(.5*time);
     46    float D=1./(d.y*d.y+d.z*d.z),
     47          a=(o.y*d.y+o.z*d.z)*D,
     48          b=(o.y*o.y+o.z*o.z-36.)*D,
     49          t=-a-sqrt(a*a-b);
     50    o+=t*d;
     51    return surfColor(vec2(o.x,atan(o.y,o.z)))*(1.+.01*t);
     52 }
     53 
     54 void main()
     55 {
     56    gBeat=fract(time*3.2/3.);
     57    // Screen setup
     58    vec2 p=(2.*gl_FragCoord.xy-resolution)/resolution.y,
     59         q=2.*gl_FragCoord.xy/resolution-1.;
     60 
     61    // Camera setup
     62    vec3 cp=vec3(-time*20.+1.,1.6*sin(time*1.2),2.+2.*cos(time*.3)),
     63         ct=cp+vec3(1.,.3*cos(time),-.2),
     64         cd=normalize(ct-cp),
     65         cr=normalize(cross(cd,vec3(.5*cos(.3*time),0.,1.))),
     66         cu=cross(cr,cd),
     67         rd=normalize(2.*cd+cr*p.x+cu*p.y);
     68 
     69    // Trace! (+some funky lens/raster effects)
     70    vec3 c=trace(cp,rd)*
     71           min(1.,1.8-dot(q,q))*
     72           (.9+.1*sin(3.*sin(gBeat)*gl_FragCoord.y));
     73 
     74    gl_FragColor=vec4(c,1);
     75 }
     76 </script>
     77 <script>
     78 "use strict";
     79 GLSLConformanceTester.runTest();
     80 var successfullyParsed = true;
     81 </script>
     82 </body>
     83 </html>