<!--

/*
** Copyright (c) 2017 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL vector/scalar arithmetic inside a for loop (complex cases)</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>
<div id="description"></div>
<div id="console"></div>
<script id="fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop" type="x-shader/x-fragment">
precision mediump float;

void main() {
  gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
  for (int i = 0; i < 2; i++)
  {
    float x = gl_FragCoord.x;
    float y = (x *= 2.0);
    gl_FragColor = gl_FragColor + vec4(y, y, y, y);
  }
  if (gl_FragColor.g == gl_FragColor.r &&
      gl_FragColor.b == gl_FragColor.r &&
      gl_FragColor.a == gl_FragColor.r)
  {
    gl_FragColor = vec4(0, 1, 0, 1);
  }
}
</script>
<script id="fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop2" type="x-shader/x-fragment">
precision mediump float;

void main() {
  gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
  for (int i = 0; i < 2; i++)
  {
    float x = gl_FragCoord.x;
    float y = (x *= 2.0);
    gl_FragColor = gl_FragColor + vec4(x, y, x, y);
  }
  if (gl_FragColor.g == gl_FragColor.r &&
      gl_FragColor.b == gl_FragColor.r &&
      gl_FragColor.a == gl_FragColor.r)
  {
    gl_FragColor = vec4(0, 1, 0, 1);
  }
}
</script>
<script type="text/javascript">
"use strict";
description();

// See http://crbug.com/772651

GLSLConformanceTester.runRenderTests([
{
  fShaderId: 'fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Adding a vector that's just 4 copies of a scalar to another vector inside for loop should work."
},
{
  fShaderId: 'fShaderVectorCompoundMulAndAddInSeparateStatementsInsideForLoop2',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Adding a vector that's just 4 copies of a scalar stored in two different variables to another vector inside for loop should work."
}
]);
</script>
</body>
</html>
