<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Short circuit in loop condition test</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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertex-shader" type="x-shader/x-vertex">#version 300 es
  precision highp float;
  in vec4 aPosition;

  void main() {
    gl_Position = aPosition;
  }
</script>
<script id="fragment-shader" type="x-shader/x-fragment">#version 300 es
precision highp float;
precision highp int;

uniform vec4      iMouse;
uniform sampler2D iChannel0;

float map(float p)
{
    return texture(iChannel0, vec2(p, p), 0.0).y;
}

out vec4 outColor;

void main(void)
{
    float sum = 0.0;

    for(int i=0; i<1000; i++)
    {
        if( sum > 0.99 ) break;
                float p = iMouse.x + gl_FragCoord.x;
        sum = map(p);
    }

    outColor = vec4(sum);
}
</script>
<script type="text/javascript">
"use strict";
description("Test an HLSL compiler freeze on a gradient inside a discontinuous loop.");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext(undefined, undefined, 2);
wtu.setupUnitQuad(gl);

if (!gl) {
    testFailed("context does not exist");
} else {
    var program = wtu.setupProgram(gl, ["vertex-shader", "fragment-shader"], ['aPosition'], undefined, true);
    if (!program) {
        testFailed('Program compilation failed');
    }
}
var successfullyParsed = true;
finishTest();
</script>
</body>
</html>
