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Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/tests/gl-bindattriblocation-aliasing.js"></script>
<title>bindAttribLocation with aliasing - inactive attributes</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script id="vertexShaderStaticallyUsedButInactive" type="text/something-not-javascript">#version 300 es
precision mediump float;
in $(type_1) a_1;
in $(type_2) a_2;
void main() {
    gl_Position = true ? $(gl_Position_1) : $(gl_Position_2);
}
</script>
<script id="vertexShaderUnused" type="text/something-not-javascript">#version 300 es
precision mediump float;
in $(type_1) a_1;
in $(type_2) a_2;
void main() {
    gl_Position = vec4(0.0);
}
</script>
<script>
"use strict";
description("This test verifies combinations of valid inactive attributes cannot be bound to the same location with bindAttribLocation. GLSL ES 3.00.6 section 12.46.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false}, 2);
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShaderESSL300, gl.FRAGMENT_SHADER);

debug("Testing with shader that has statically used but inactive attributes.");
runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderStaticallyUsedButInactive'));

debug("");
debug("Testing with shader that has entirely unused attributes.");
runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderUnused'));

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
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