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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL struct containing an array of samplers passed into a user-defined function</title>
<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/glsl-conformance-test.js"></script>
</head>
<body>

<canvas id="output" style="border: none;" width="64" height="64"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="fshaderSampler" type="x-shader/x-fragment">
precision mediump float;

struct S {
    sampler2D sam[2];
};

uniform S uni;

vec4 useSampler(S arg)
{
    return texture2D(arg.sam[0], vec2(0.0, 0.0));
}

void main() {
    gl_FragColor = vec4(useSampler(uni));
}
</script>
<script type="application/javascript">
"use strict";
description();

var wtu = WebGLTestUtils;
var canvas = document.getElementById("output");
var gl = wtu.create3DContext(canvas);

if (!gl) {
    testFailed("Could not create a GL context.");
} else {
    debug("Drawing with a shader that uses a sampler array in a struct passed into a function.");
    var program = wtu.setupProgram(
        gl, [wtu.simpleVertexShader, 'fshaderSampler'], ['a_position'], [0], true);
    wtu.setupUnitQuad(gl);

    var tex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    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);
    wtu.fillTexture(gl, tex, 1, 1, [0, 255, 0, 255]);

    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}

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