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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL texture2D GLSL conformance test.</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="256" height="256" style="width: 16px; height: 16px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader2d0" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 color;
uniform sampler2D tex;
uniform float divisor;
uniform float lod;
void main() {
    gl_Position = vPosition;
    color = texture2DProjLod(tex, vec3(0.75 * divisor, 0.25 * divisor, divisor), lod);
}
</script>
<script id="vshader2d1" type="x-shader/x-vertex">
attribute vec4 vPosition;
varying vec4 color;
uniform sampler2D tex;
uniform float divisor;
uniform float lod;
void main() {
    gl_Position = vPosition;
    color = texture2DProjLod(tex, vec4(0.75 * divisor, 0.25 * divisor, 123.0, divisor), lod);
}
</script>
<script id="fshader2d" type="x-shader/x-fragment">
precision mediump float;
varying vec4 color;
void main() {
    gl_FragData[0] = color;
}
</script>
<script>
"use strict";
description("tests GLSL texture2DProjLod function");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");

shouldBe("canvas.width", "256");
shouldBe("canvas.height", "256");

var colors = [
  {name: 'red', color:[255, 0, 0, 255]},
  {name: 'green', color:[0, 255, 0, 255]},
  {name: 'blue', color:[0, 0, 255, 255]},
  {name: 'yellow', color:[255, 255, 0, 255]},
  {name: 'magenta', color:[255, 0, 255, 255]},
  {name: 'cyan', color:[0, 255, 255, 255]},
  {name: 'pink', color:[255, 128, 128, 255]},
  {name: 'gray', color:[128, 128, 128, 255]},
  {name: 'light green', color:[128, 255, 128, 255]},
];

var gl = wtu.create3DContext(canvas);
if (gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0) {
  runTest();
} else {
  testPassed("MAX_VERTEX_TEXTURE_IMAGE_UNITS == 0, this is okay.");
}

function runTest() {
  shouldBe("colors.length", "9");
  for (var ss = 0; ss < 2; ++ss) {
    debug("");
    debug(ss ? "testing vec4 version" : "testing vec3 version");
    var program = wtu.setupProgram(
        gl, ['vshader2d' + ss, 'fshader2d'], ['vPosition', 'texCoord0'], [0, 1]);
    wtu.setupUnitQuad(gl, 0, 1);

    var tex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texParameteri(
        gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);

    // Fill the top right quadrant of each texture level with one of the colors
    for (var ii = 0; ii < colors.length; ++ii) {
      var color = colors[ii];
      var size = Math.pow(2, colors.length - ii - 1);

      var c = document.createElement("canvas");
      c.width = size;
      c.height = size;
      var ctx = c.getContext("2d");
      ctx.fillStyle = "rgb(0,0,0)";
      ctx.fillRect(0, 0, size, size);
      ctx.fillStyle = "rgb(" + color.color[0] + "," + color.color[1] + "," + color.color[2] + ")";
      ctx.fillRect(size / 2, 0, size / 2, size / 2);

      gl.texImage2D(gl.TEXTURE_2D, ii, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c);
    }

    var lodLoc = gl.getUniformLocation(program, "lod");
    var divLoc = gl.getUniformLocation(program, "divisor");

    for (var div = 1; div < 4; ++div) {
      for (var ii = 0; ii < colors.length - 1; ++ii) {
        gl.uniform1f(lodLoc, ii);
        gl.uniform1f(divLoc, div);
        var lodColor = colors[ii];
        var size = Math.pow(2, colors.length - ii - 1);
        wtu.clearAndDrawUnitQuad(gl);
        wtu.checkCanvas(
            gl, lodColor.color,
            "sampling with lod = " + ii +
            " divider = " + div +
            " should be " + lodColor.name);
      }
    }
  }
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors.");
}

var successfullyParsed = true;

</script>
<script src="../../../resources/js-test-post.js"></script>

</body>
</html>


