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/*
** Copyright (c) 2012 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.
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<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/javascript" src="../unit.js"></script>
<script type="application/javascript" src="../util.js"></script>
<script type="application/javascript">

Tests.autorun = false;
Tests.message = "Caution: may crash the browser";

Tests.startUnit = function () {
  var canvas = document.getElementById('gl');
  var gl = getGLContext(canvas);
  return [gl];
}

Tests.testPassingTooManyVBOs = function(gl) {
    var sh = new Filter(gl, 'vert', 'frag');
    assertFail(function(){sh.apply();});
    sh.destroy();
}
Tests.testPassingTooManyUniforms = function(gl) {
    var sh = new Filter(gl, 'vert2', 'frag2');
    sh.apply(function(f){
        assertFail(function(){f.uniform1f('foo', 3.0);throwError("foo")});
        f.uniform1f('bar', 1.0);
        assertFail(function(){f.uniform1f('baz', 1.0);throwError("baz")});
    });
    sh.destroy();
}

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  attribute vec3 Vertex; attribute vec2 Tex;
  varying vec2 TexCoord;
  void main()
  {
    TexCoord = Vertex.st;
    gl_Position = vec4(Vertex, 0.0);
  }
</script>

<script id="frag" type="x-shader/x-fragment">


  precision mediump float;

  void main()
  {
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
  }
</script>
<script id="vert2" type="x-shader/x-vertex">


  uniform float foo, bar;
  attribute vec3 Vertex; attribute vec2 Tex;
  varying vec2 TexCoord;
  void main()
  {
    TexCoord = Tex.st;
    gl_Position = vec4(Vertex, bar);
  }
</script>

<script id="frag2" type="x-shader/x-fragment">


  precision mediump float;

  uniform float baz;

  varying vec2 TexCoord;
  void main()
  {
    gl_FragColor = vec4(1.0, TexCoord.s, 0.0, 1.0);
  }
</script>


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