@pixelshift.ai/gl-conformance
Version:
Khronos WebGL conformance test suite
1,553 lines (1,440 loc) • 67 kB
JavaScript
/*
** 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.
*/
var canvas = null
function createTestUtils() {
"use strict"
var console = (1,eval)("console")
var path = require("path").posix
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var log = function(msg) {
console.log(msg)
};
/**
* Wrapped logging function.
* @param {string} msg The message to log.
*/
var error = function(msg) {
console.log(msg)
};
/**
* Turn off all logging.
*/
var loggingOff = function() {
log = function() {};
error = function() {};
};
/**
* Converts a WebGL enum to a string
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} value The enum value.
* @return {string} The enum as a string.
*/
var glEnumToString = function(gl, value) {
for (var p in gl) {
if (gl[p] == value) {
return p;
}
}
return "0x" + value.toString(16);
};
var lastError = "";
/**
* Returns the last compiler/linker error.
* @return {string} The last compiler/linker error.
*/
var getLastError = function() {
return lastError;
};
/**
* Whether a haystack ends with a needle.
* @param {string} haystack String to search
* @param {string} needle String to search for.
* @param {boolean} True if haystack ends with needle.
*/
var endsWith = function(haystack, needle) {
return haystack.substr(haystack.length - needle.length) === needle;
};
/**
* Whether a haystack starts with a needle.
* @param {string} haystack String to search
* @param {string} needle String to search for.
* @param {boolean} True if haystack starts with needle.
*/
var startsWith = function(haystack, needle) {
return haystack.substr(0, needle.length) === needle;
};
/**
* A vertex shader for a single texture.
* @type {string}
*/
var simpleTextureVertexShader = [
'attribute vec4 vPosition;',
'attribute vec2 texCoord0;',
'varying vec2 texCoord;',
'void main() {',
' gl_Position = vPosition;',
' texCoord = texCoord0;',
'}'].join('\n');
/**
* A fragment shader for a single texture.
* @type {string}
*/
var simpleTextureFragmentShader = [
'precision mediump float;',
'uniform sampler2D tex;',
'varying vec2 texCoord;',
'void main() {',
' gl_FragData[0] = texture2D(tex, texCoord);',
'}'].join('\n');
/**
* A vertex shader for a single texture.
* @type {string}
*/
var noTexCoordTextureVertexShader = [
'attribute vec4 vPosition;',
'varying vec2 texCoord;',
'void main() {',
' gl_Position = vPosition;',
' texCoord = vPosition.xy * 0.5 + 0.5;',
'}'].join('\n');
/**
* A vertex shader for a uniform color.
* @type {string}
*/
var simpleColorVertexShader = [
'attribute vec4 vPosition;',
'void main() {',
' gl_Position = vPosition;',
'}'].join('\n');
/**
* A fragment shader for a uniform color.
* @type {string}
*/
var simpleColorFragmentShader = [
'precision mediump float;',
'uniform vec4 u_color;',
'void main() {',
' gl_FragData[0] = u_color;',
'}'].join('\n');
/**
* A vertex shader for vertex colors.
* @type {string}
*/
var simpleVertexColorVertexShader = [
'attribute vec4 vPosition;',
'attribute vec4 a_color;',
'varying vec4 v_color;',
'void main() {',
' gl_Position = vPosition;',
' v_color = a_color;',
'}'].join('\n');
/**
* A fragment shader for vertex colors.
* @type {string}
*/
var simpleVertexColorFragmentShader = [
'precision mediump float;',
'varying vec4 v_color;',
'void main() {',
' gl_FragData[0] = v_color;',
'}'].join('\n');
/**
* Creates a simple texture vertex shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleTextureVertexShader = function(gl) {
return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER);
};
/**
* Creates a simple texture fragment shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleTextureFragmentShader = function(gl) {
return loadShader(
gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER);
};
/**
* Creates a texture vertex shader that doesn't need texcoords.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupNoTexCoordTextureVertexShader = function(gl) {
return loadShader(gl, noTexCoordTextureVertexShader, gl.VERTEX_SHADER);
};
/**
* Creates a simple vertex color vertex shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleVertexColorVertexShader = function(gl) {
return loadShader(gl, simpleVertexColorVertexShader, gl.VERTEX_SHADER);
};
/**
* Creates a simple vertex color fragment shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleVertexColorFragmentShader = function(gl) {
return loadShader(
gl, simpleVertexColorFragmentShader, gl.FRAGMENT_SHADER);
};
/**
* Creates a simple color vertex shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleColorVertexShader = function(gl) {
return loadShader(gl, simpleColorVertexShader, gl.VERTEX_SHADER);
};
/**
* Creates a simple color fragment shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleColorFragmentShader = function(gl) {
return loadShader(
gl, simpleColorFragmentShader, gl.FRAGMENT_SHADER);
};
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {!Array.<!WebGLShader|string>} shaders The shaders to
* attach, or the source, or the id of a script to get
* the source from.
* @param {!Array.<string>} opt_attribs The attribs names.
* @param {!Array.<number>} opt_locations The locations for the attribs.
*/
var setupProgram = function(gl, shaders, opt_attribs, opt_locations) {
var realShaders = [];
var program = gl.createProgram();
var shaderType = undefined;
for (var ii = 0; ii < shaders.length; ++ii) {
var shader = shaders[ii];
if (typeof shader == 'string') {
var element = ENVIRONMENT.scriptList[shader];
if (element) {
if (element.type != "x-shader/x-vertex" && element.type != "x-shader/x-fragment")
shaderType = ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER;
shader = loadShaderFromScript(gl, shader, shaderType);
} else if (endsWith(shader, ".vert")) {
shader = loadShaderFromFile(gl, shader, gl.VERTEX_SHADER);
} else if (endsWith(shader, ".frag")) {
shader = loadShaderFromFile(gl, shader, gl.FRAGMENT_SHADER);
} else {
shader = loadShader(gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER);
}
}
gl.attachShader(program, shader);
}
if (opt_attribs) {
for (var ii = 0; ii < opt_attribs.length; ++ii) {
gl.bindAttribLocation(
program,
opt_locations ? opt_locations[ii] : ii,
opt_attribs[ii]);
}
}
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
lastError = gl.getProgramInfoLog (program);
error("Error in program linking:" + lastError);
gl.deleteProgram(program);
return null;
}
gl.useProgram(program);
return program;
};
/**
* Creates a simple texture program.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {WebGLProgram}
*/
var setupSimpleTextureProgram = function(
gl, opt_positionLocation, opt_texcoordLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_texcoordLocation = opt_texcoordLocation || 1;
var vs = setupSimpleTextureVertexShader(gl);
var fs = setupSimpleTextureFragmentShader(gl);
if (!vs || !fs) {
return null;
}
var program = setupProgram(
gl,
[vs, fs],
['vPosition', 'texCoord0'],
[opt_positionLocation, opt_texcoordLocation]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
/**
* Creates a simple texture program.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {WebGLProgram}
*/
var setupNoTexCoordTextureProgram = function(gl) {
var vs = setupNoTexCoordTextureVertexShader(gl);
var fs = setupSimpleTextureFragmentShader(gl);
if (!vs || !fs) {
return null;
}
var program = setupProgram(
gl,
[vs, fs],
['vPosition'],
[0]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
/**
* Creates a simple texture program.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {WebGLProgram}
*/
var setupSimpleTextureProgram = function(
gl, opt_positionLocation, opt_texcoordLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_texcoordLocation = opt_texcoordLocation || 1;
var vs = setupSimpleTextureVertexShader(gl);
var fs = setupSimpleTextureFragmentShader(gl);
if (!vs || !fs) {
return null;
}
var program = setupProgram(
gl,
[vs, fs],
['vPosition', 'texCoord0'],
[opt_positionLocation, opt_texcoordLocation]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
/**
* Creates a simple vertex color program.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_vertexColorLocation The attrib location
* for vertex colors.
* @return {WebGLProgram}
*/
var setupSimpleVertexColorProgram = function(
gl, opt_positionLocation, opt_vertexColorLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_vertexColorLocation = opt_vertexColorLocation || 1;
var vs = setupSimpleVertexColorVertexShader(gl);
var fs = setupSimpleVertexColorFragmentShader(gl);
if (!vs || !fs) {
return null;
}
var program = setupProgram(
gl,
[vs, fs],
['vPosition', 'a_color'],
[opt_positionLocation, opt_vertexColorLocation]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
/**
* Creates a simple color program.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @return {WebGLProgram}
*/
var setupSimpleColorProgram = function(gl, opt_positionLocation) {
opt_positionLocation = opt_positionLocation || 0;
var vs = setupSimpleColorVertexShader(gl);
var fs = setupSimpleColorFragmentShader(gl);
if (!vs || !fs) {
return null;
}
var program = setupProgram(
gl,
[vs, fs],
['vPosition'],
[opt_positionLocation]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
/**
* Creates buffers for a textured unit quad and attaches them to vertex attribs.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {!Array.<WebGLBuffer>} The buffer objects that were
* created.
*/
var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) {
return setupUnitQuadWithTexCoords(gl, [ 0.0, 0.0 ], [ 1.0, 1.0 ],
opt_positionLocation, opt_texcoordLocation);
};
/**
* Creates buffers for a textured unit quad with specified lower left
* and upper right texture coordinates, and attaches them to vertex
* attribs.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner.
* @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {!Array.<WebGLBuffer>} The buffer objects that were
* created.
*/
var setupUnitQuadWithTexCoords = function(
gl, lowerLeftTexCoords, upperRightTexCoords,
opt_positionLocation, opt_texcoordLocation) {
return setupQuad(gl, {
positionLocation: opt_positionLocation || 0,
texcoordLocation: opt_texcoordLocation || 1,
lowerLeftTexCoords: lowerLeftTexCoords,
upperRightTexCoords: upperRightTexCoords,
});
};
/**
* Makes a quad with various options.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Object} options.
*
* scale: scale to multiple unit quad values by. default 1.0.
* positionLocation: attribute location for position.
* texcoordLocation: attribute location for texcoords.
* If this does not exist no texture coords are created.
* lowerLeftTexCoords: an array of 2 values for the
* lowerLeftTexCoords.
* upperRightTexCoords: an array of 2 values for the
* upperRightTexCoords.
*/
var setupQuad = function(gl, options) {
var positionLocation = options.positionLocation || 0;
var scale = options.scale || 1;
var objects = [];
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0 * scale , 1.0 * scale,
-1.0 * scale , 1.0 * scale,
-1.0 * scale , -1.0 * scale,
1.0 * scale , 1.0 * scale,
-1.0 * scale , -1.0 * scale,
1.0 * scale , -1.0 * scale,]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
objects.push(vertexObject);
if (options.texcoordLocation !== undefined) {
var llx = options.lowerLeftTexCoords[0];
var lly = options.lowerLeftTexCoords[1];
var urx = options.upperRightTexCoords[0];
var ury = options.upperRightTexCoords[1];
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
urx, ury,
llx, ury,
llx, lly,
urx, ury,
llx, lly,
urx, lly]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(options.texcoordLocation);
gl.vertexAttribPointer(options.texcoordLocation, 2, gl.FLOAT, false, 0, 0);
objects.push(vertexObject);
}
return objects;
};
/**
* Creates a program and buffers for rendering a textured quad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for
* position. Default = 0.
* @param {number} opt_texcoordLocation The attrib location for
* texture coords. Default = 1.
* @return {!WebGLProgram}
*/
var setupTexturedQuad = function(
gl, opt_positionLocation, opt_texcoordLocation) {
var program = setupSimpleTextureProgram(
gl, opt_positionLocation, opt_texcoordLocation);
setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);
return program;
};
/**
* Creates a program and buffers for rendering a color quad.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @return {!WebGLProgram}
*/
var setupColorQuad = function(gl, opt_positionLocation) {
opt_positionLocation = opt_positionLocation || 0;
var program = setupSimpleColorProgram(gl);
setupUnitQuad(gl, opt_positionLocation);
return program;
};
/**
* Creates a program and buffers for rendering a textured quad with
* specified lower left and upper right texture coordinates.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Array.<number>} lowerLeftTexCoords The texture coordinates for the lower left corner.
* @param {!Array.<number>} upperRightTexCoords The texture coordinates for the upper right corner.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture coords.
* @return {!WebGLProgram}
*/
var setupTexturedQuadWithTexCoords = function(
gl, lowerLeftTexCoords, upperRightTexCoords,
opt_positionLocation, opt_texcoordLocation) {
var program = setupSimpleTextureProgram(
gl, opt_positionLocation, opt_texcoordLocation);
setupUnitQuadWithTexCoords(gl, lowerLeftTexCoords, upperRightTexCoords,
opt_positionLocation, opt_texcoordLocation);
return program;
};
/**
* Creates a unit quad with only positions of a given resolution.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number} gridRes The resolution of the mesh grid,
* expressed in the number of quads across and down.
* @param {number} opt_positionLocation The attrib location for position.
*/
var setupIndexedQuad = function (
gl, gridRes, opt_positionLocation, opt_flipOddTriangles) {
return setupIndexedQuadWithOptions(gl,
{ gridRes: gridRes,
positionLocation: opt_positionLocation,
flipOddTriangles: opt_flipOddTriangles
});
};
/**
* Creates a quad with various options.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {!Object) options The options. See below.
* @return {!Array.<WebGLBuffer>} The created buffers.
* [positions, <colors>, indices]
*
* Options:
* gridRes: number of quads across and down grid.
* positionLocation: attrib location for position
* flipOddTriangles: reverse order of vertices of every other
* triangle
* positionOffset: offset added to each vertex
* positionMult: multipier for each vertex
* colorLocation: attrib location for vertex colors. If
* undefined no vertex colors will be created.
*/
var setupIndexedQuadWithOptions = function (gl, options) {
var positionLocation = options.positionLocation || 0;
var objects = [];
var gridRes = options.gridRes || 1;
var positionOffset = options.positionOffset || 0;
var positionMult = options.positionMult || 1;
var vertsAcross = gridRes + 1;
var numVerts = vertsAcross * vertsAcross;
var positions = new Float32Array(numVerts * 3);
var indices = new Uint16Array(6 * gridRes * gridRes);
var poffset = 0;
for (var yy = 0; yy <= gridRes; ++yy) {
for (var xx = 0; xx <= gridRes; ++xx) {
positions[poffset + 0] = (-1 + 2 * xx / gridRes) * positionMult + positionOffset;
positions[poffset + 1] = (-1 + 2 * yy / gridRes) * positionMult + positionOffset;
positions[poffset + 2] = 0;
poffset += 3;
}
}
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
objects.push(buf);
if (options.colorLocation !== undefined) {
var colors = new Float32Array(numVerts * 4);
for (var yy = 0; yy <= gridRes; ++yy) {
for (var xx = 0; xx <= gridRes; ++xx) {
if (options.color !== undefined) {
colors[poffset + 0] = options.color[0];
colors[poffset + 1] = options.color[1];
colors[poffset + 2] = options.color[2];
colors[poffset + 3] = options.color[3];
} else {
colors[poffset + 0] = xx / gridRes;
colors[poffset + 1] = yy / gridRes;
colors[poffset + 2] = (xx / gridRes) * (yy / gridRes);
colors[poffset + 3] = (yy % 2) * 0.5 + 0.5;
}
poffset += 4;
}
}
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.enableVertexAttribArray(options.colorLocation);
gl.vertexAttribPointer(options.colorLocation, 4, gl.FLOAT, false, 0, 0);
objects.push(buf);
}
var tbase = 0;
for (var yy = 0; yy < gridRes; ++yy) {
var index = yy * vertsAcross;
for (var xx = 0; xx < gridRes; ++xx) {
indices[tbase + 0] = index + 0;
indices[tbase + 1] = index + 1;
indices[tbase + 2] = index + vertsAcross;
indices[tbase + 3] = index + vertsAcross;
indices[tbase + 4] = index + 1;
indices[tbase + 5] = index + vertsAcross + 1;
if (options.flipOddTriangles) {
indices[tbase + 4] = index + vertsAcross + 1;
indices[tbase + 5] = index + 1;
}
index += 1;
tbase += 6;
}
}
var buf = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
objects.push(buf);
return objects;
};
/**
* Fills the given texture with a solid color
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!WebGLTexture} tex The texture to fill.
* @param {number} width The width of the texture to create.
* @param {number} height The height of the texture to create.
* @param {!Array.<number>} color The color to fill with. A 4 element array
* where each element is in the range 0 to 255.
* @param {number} opt_level The level of the texture to fill. Default = 0.
*/
var fillTexture = function(gl, tex, width, height, color, opt_level) {
opt_level = opt_level || 0;
var numPixels = width * height;
var size = numPixels * 4;
var buf = new Uint8Array(size);
for (var ii = 0; ii < numPixels; ++ii) {
var off = ii * 4;
buf[off + 0] = color[0];
buf[off + 1] = color[1];
buf[off + 2] = color[2];
buf[off + 3] = color[3];
}
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D, opt_level, gl.RGBA, width, height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, buf);
};
/**
* Creates a textures and fills it with a solid color
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} width The width of the texture to create.
* @param {number} height The height of the texture to create.
* @param {!Array.<number>} color The color to fill with. A 4 element array
* where each element is in the range 0 to 255.
* @return {!WebGLTexture}
*/
var createColoredTexture = function(gl, width, height, color) {
var tex = gl.createTexture();
fillTexture(gl, tex, width, height, color);
return tex;
};
var ubyteToFloat = function(c) {
return c / 255;
};
var ubyteColorToFloatColor = function(color) {
var floatColor = [];
for (var ii = 0; ii < color.length; ++ii) {
floatColor[ii] = ubyteToFloat(color[ii]);
}
return floatColor;
};
/**
* Sets the "u_color" uniform of the current program to color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number> color 4 element array of 0-1 color
* components.
*/
var setFloatDrawColor = function(gl, color) {
var program = gl.getParameter(gl.CURRENT_PROGRAM);
var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);
};
/**
* Sets the "u_color" uniform of the current program to color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number> color 4 element array of 0-255 color
* components.
*/
var setUByteDrawColor = function(gl, color) {
setFloatDrawColor(gl, ubyteColorToFloatColor(color));
};
/**
* Draws a previously setup quad in the given color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number>} color The color to draw with. A 4
* element array where each element is in the range 0 to
* 1.
*/
var drawFloatColorQuad = function(gl, color) {
var program = gl.getParameter(gl.CURRENT_PROGRAM);
var colorLocation = gl.getUniformLocation(program, "u_color");
gl.uniform4fv(colorLocation, color);
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
/**
* Draws a previously setup quad in the given color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number>} color The color to draw with. A 4
* element array where each element is in the range 0 to
* 255.
*/
var drawUByteColorQuad = function(gl, color) {
drawFloatColorQuad(gl, ubyteColorToFloatColor(color));
};
/**
* Draws a previously setupUnitQuad.
* @param {!WebGLContext} gl The WebGLContext to use.
*/
var drawUnitQuad = function(gl) {
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
/**
* Clears then Draws a previously setupUnitQuad.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number>} opt_color The color to fill clear with before
* drawing. A 4 element array where each element is in the range 0 to
* 255. Default [255, 255, 255, 255]
*/
var clearAndDrawUnitQuad = function(gl, opt_color) {
opt_color = opt_color || [255, 255, 255, 255];
gl.clearColor(
opt_color[0] / 255,
opt_color[1] / 255,
opt_color[2] / 255,
opt_color[3] / 255);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
drawUnitQuad(gl);
};
/**
* Draws a quad previsouly settup with setupIndexedQuad.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} gridRes Resolution of grid.
*/
var drawIndexedQuad = function(gl, gridRes) {
gl.drawElements(gl.TRIANGLES, gridRes * gridRes * 6, gl.UNSIGNED_SHORT, 0);
};
/**
* Draws a previously setupIndexedQuad
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} gridRes Resolution of grid.
* @param {!Array.<number>} opt_color The color to fill clear with before
* drawing. A 4 element array where each element is in the range 0 to
* 255. Default [255, 255, 255, 255]
*/
var clearAndDrawIndexedQuad = function(gl, gridRes, opt_color) {
opt_color = opt_color || [255, 255, 255, 255];
gl.clearColor(
opt_color[0] / 255,
opt_color[1] / 255,
opt_color[2] / 255,
opt_color[3] / 255);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
drawIndexedQuad(gl, gridRes);
};
/**
* Checks that a portion of a canvas is 1 color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} color The color to fill clear with before drawing. A
* 4 element array where each element is in the range 0 to 255.
* @param {number} opt_errorRange Optional. Acceptable error in
* color checking. 0 by default.
* @param {!function()} sameFn Function to call if all pixels
* are the same as color.
* @param {!function()} differentFn Function to call if a pixel
* is different than color
* @param {!function()} logFn Function to call for logging.
*/
var checkCanvasRectColor = function(gl, x, y, width, height, color, opt_errorRange, sameFn, differentFn, logFn) {
var errorRange = opt_errorRange || 0;
if (!errorRange.length) {
errorRange = [errorRange, errorRange, errorRange, errorRange]
}
var buf;
if (gl instanceof WebGLRenderingContext) {
buf = new Uint8Array(width * height * 4);
gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
} else {
buf = gl.getImageData(x, y, width, height).data;
}
for (var i = 0; i < width * height; ++i) {
var offset = i * 4;
for (var j = 0; j < color.length; ++j) {
if (Math.abs(buf[offset + j] - color[j]) > errorRange[j]) {
differentFn();
var was = buf[offset + 0].toString();
for (j = 1; j < color.length; ++j) {
was += "," + buf[offset + j];
}
logFn('at (' + (x + (i % width)) + ', ' + (y + Math.floor(i / width)) +
') expected: ' + color + ' was ' + was);
return;
}
}
}
sameFn();
};
/**
* Checks that a portion of a canvas is 1 color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} color The color to fill clear with before drawing. A
* 4 element array where each element is in the range 0 to 255.
* @param {string} opt_msg Message to associate with success. Eg
* ("should be red").
* @param {number} opt_errorRange Optional. Acceptable error in
* color checking. 0 by default.
*/
var checkCanvasRect = function(gl, x, y, width, height, color, opt_msg, opt_errorRange) {
var msg = opt_msg;
if (msg === undefined) {
msg = "should be " + color.toString();
}
checkCanvasRectColor(
gl, x, y, width, height, color, opt_errorRange,
function() {
testPassed(msg);
},
function() {
testFailed(msg);
},
debug);
};
/**
* Checks a rectangular area both inside the area and outside
* the area.
* @param {!WebGLRenderingContext|CanvasRenderingContext2D} gl The
* WebGLRenderingContext or 2D context to use.
* @param {number} x left corner of region to check.
* @param {number} y bottom corner of region to check in case of checking from
* a GL context or top corner in case of checking from a 2D context.
* @param {number} width width of region to check.
* @param {number} height width of region to check.
* @param {!Array.<number>} innerColor The color expected inside
* the area. A 4 element array where each element is in the
* range 0 to 255.
* @param {!Array.<number>} outerColor The color expected
* outside. A 4 element array where each element is in the
* range 0 to 255.
* @param {!number} opt_edgeSize: The number of pixels to skip
* around the edges of the area. Defaut 0.
* @param {!{width:number, height:number}} opt_outerDimensions
* The outer dimensions. Default the size of gl.canvas.
*/
var checkAreaInAndOut = function(gl, x, y, width, height, innerColor, outerColor, opt_edgeSize, opt_outerDimensions) {
var outerDimensions = opt_outerDimensions || { width: gl.canvas.width, height: gl.canvas.height };
var edgeSize = opt_edgeSize || 0;
checkCanvasRect(gl, x + edgeSize, y + edgeSize, width - edgeSize * 2, height - edgeSize * 2, innerColor);
checkCanvasRect(gl, 0, 0, x - edgeSize, outerDimensions.height, outerColor);
checkCanvasRect(gl, x + width + edgeSize, 0, outerDimensions.width - x - width - edgeSize, outerDimensions.height, outerColor);
checkCanvasRect(gl, 0, 0, outerDimensions.width, y - edgeSize, outerColor);
checkCanvasRect(gl, 0, y + height + edgeSize, outerDimensions.width, outerDimensions.height - y - height - edgeSize, outerColor);
};
/**
* Checks that an entire canvas is 1 color.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number>} color The color to fill clear with before drawing. A
* 4 element array where each element is in the range 0 to 255.
* @param {string} msg Message to associate with success. Eg ("should be red").
* @param {number} errorRange Optional. Acceptable error in
* color checking. 0 by default.
*/
var checkCanvas = function(gl, color, msg, errorRange) {
checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, color, msg, errorRange);
};
/**
* Loads a texture, calls callback when finished.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} url URL of image to load
* @param {function(!Image): void} callback Function that gets called after
* image has loaded
* @return {!WebGLTexture} The created texture.
*/
var loadTexture = function(gl, url, callback) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
var image = new Image();
image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
callback(image);
};
image.src = url;
return texture;
};
/**
* Makes a shallow copy of an object.
* @param {!Object) src Object to copy
* @return {!Object} The copy of src.
*/
var shallowCopyObject = function(src) {
var dst = {};
for (var attr in src) {
if (src.hasOwnProperty(attr)) {
dst[attr] = src[attr];
}
}
return dst;
};
/**
* Checks if an attribute exists on an object case insensitive.
* @param {!Object) obj Object to check
* @param {string} attr Name of attribute to look for.
* @return {string?} The name of the attribute if it exists,
* undefined if not.
*/
var hasAttributeCaseInsensitive = function(obj, attr) {
var lower = attr.toLowerCase();
for (var key in obj) {
if (obj.hasOwnProperty(key) && key.toLowerCase() == lower) {
return key;
}
}
};
/**
* Returns a map of URL querystring options
* @return {Object?} Object containing all the values in the URL querystring
*/
var getUrlOptions = function() {
return {}
};
/**
* Creates a webgl context.
* @param {!Canvas|string} opt_canvas The canvas tag to get
* context from. If one is not passed in one will be
* created. If it's a string it's assumed to be the id of a
* canvas.
* @return {!WebGLContext} The created context.
*/
var create3DContext = function(opt_canvas, opt_attributes) {
var width = 500
var height = 500
if(opt_canvas) {
if(typeof opt_canvas === 'string') {
var canvasList = ENVIRONMENT.canvasList
for(var i=0; i<canvasList.length; ++i) {
if(canvasList[i].id === opt_canvas) {
width = canvasList[i].width || 500
height = canvasList[i].height || 500
var ctx = ENVIRONMENT.createContext(width, height, opt_attributes)
ctx.canvas = canvasList[i]
ctx.canvas._gl = ctx
canvas = ctx.canvas
return ctx
}
}
} else {
width = opt_canvas.width || 512
height = opt_canvas.height || 512
var ctx = ENVIRONMENT.createContext(width, height, opt_attributes)
ctx.canvas = opt_canvas
ctx.canvas._gl = ctx
canvas = ctx.canvas
return ctx
}
}
var ctx = ENVIRONMENT.createContext(width, height, opt_attributes)
canvas = document.createElement("canvas")
ctx.canvas = canvas
ctx.canvas._gl = ctx
return ctx
}
/**
* Gets a GLError value as a string.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} err The webgl error as retrieved from gl.getError().
* @return {string} the error as a string.
*/
var getGLErrorAsString = function(gl, err) {
if (err === gl.NO_ERROR) {
return "NO_ERROR";
}
for (var name in gl) {
if (gl[name] === err) {
return name;
}
}
return err.toString();
};
/**
* Wraps a WebGL function with a function that throws an exception if there is
* an error.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} fname Name of function to wrap.
* @return {function} The wrapped function.
*/
var createGLErrorWrapper = function(context, fname) {
return function() {
var rv = context[fname].apply(context, arguments);
var err = context.getError();
if (err != context.NO_ERROR)
throw "GL error " + getGLErrorAsString(context, err) + " in " + fname;
return rv;
};
};
/**
* Creates a WebGL context where all functions are wrapped to throw an exception
* if there is an error.
* @param {!Canvas} canvas The HTML canvas to get a context from.
* @return {!Object} The wrapped context.
*/
function create3DContextWithWrapperThatThrowsOnGLError(canvas) {
var context = create3DContext(canvas);
var wrap = {};
for (var i in context) {
try {
if (typeof context[i] == 'function') {
wrap[i] = createGLErrorWrapper(context, i);
} else {
wrap[i] = context[i];
}
} catch (e) {
error("createContextWrapperThatThrowsOnGLError: Error accessing " + i);
}
}
wrap.getError = function() {
return context.getError();
};
return wrap;
};
/**
* Tests that an evaluated expression generates a specific GL error.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} glError The expected gl error.
* @param {string} evalSTr The string to evaluate.
*/
var shouldGenerateGLError = function(gl, glError, evalStr) {
var exception;
try {
eval(evalStr);
} catch (e) {
exception = e;
}
if (exception) {
testFailed(evalStr + " threw exception " + exception);
return -1;
} else {
return glErrorShouldBe(gl, glError, "after evaluating: " + evalStr);
}
};
/**
* Tests that an evaluated expression either throws an exception or generates a specific GL error.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors.
* @param {string} evalStr The string to evaluate.
* @param {string} opt_msg The optional message to display.
*/
var shouldThrowOrGenerateGLError = function(gl, glErrors, evalStr, opt_msg) {
var exception;
try {
eval(evalStr);
} catch (e) {
exception = e;
}
if (exception) {
testPassed(evalStr + " threw exception " + exception);
return 0;
} else {
if (!opt_msg) {
opt_msg = "after evaluating: " + evalStr;
}
return glErrorShouldBe(gl, glErrors, opt_msg);
}
};
/**
* Tests that the first error GL returns is the specified error.
* @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {number|Array.<number>} glErrors The expected gl error or an array of expected errors.
* @param {string} opt_msg Optional additional message.
*/
var glErrorShouldBe = function(gl, glErrors, opt_msg) {
if (!glErrors.length) {
glErrors = [glErrors];
}
opt_msg = opt_msg || "";
var err = gl.getError();
var ndx = glErrors.indexOf(err);
var errStrs = [];
for (var ii = 0; ii < glErrors.length; ++ii) {
errStrs.push(glEnumToString(gl, glErrors[ii]));
}
var expected = errStrs.join(" or ");
if (ndx < 0) {
var msg = "getError expected" + ((glErrors.length > 1) ? " one of: " : ": ");
testFailed(msg + expected + ". Was " + glEnumToString(gl, err) + " : " + opt_msg);
} else {
var msg = "getError was " + ((glErrors.length > 1) ? "one of: " : "expected value: ");
testPassed(msg + expected + " : " + opt_msg);
}
return err;
};
/**
* Links a WebGL program, throws if there are errors.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!WebGLProgram} program The WebGLProgram to link.
* @param {function(string): void) opt_errorCallback callback for errors.
*/
var linkProgram = function(gl, program, opt_errorCallback) {
var errFn = opt_errorCallback || testFailed;
// Link the program
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
var error = gl.getProgramInfoLog (program);
errFn("Error in program linking:" + error);
gl.deleteProgram(program);
}
};
/**
* Loads text from an external file. This function is synchronous.
* @param {string} url The url of the external file.
* @param {!function(bool, string): void} callback that is sent a bool for
* success and the string.
*/
var loadTextFileAsync = function(url, callback) {
setTimeout(function() {
var file = ENVIRONMENT.RESOURCES[path.join(ENVIRONMENT.BASEPATH, url)]
if(file) {
var buf = new Buffer(file, 'base64')
callback(true, buf.toString())
} else {
throw new Error('error loading file: ' + url)
}
}, 1)
};
/**
* Recursively loads a file as a list. Each line is parsed for a relative
* path. If the file ends in .txt the contents of that file is inserted in
* the list.
*
* @param {string} url The url of the external file.
* @param {!function(bool, Array<string>): void} callback that is sent a bool
* for success and the array of strings.
*/
var getFileListAsync = function(url, callback) {
var files = [];
var getFileListImpl = function(url, callback) {
var files = [];
if (url.substr(url.length - 4) == '.txt') {
loadTextFileAsync(url, function() {
return function(success, text) {
if (!success) {
callback(false, '');
return;
}
var lines = text.split('\n');
var prefix = '';
var lastSlash = url.lastIndexOf('/');
if (lastSlash >= 0) {
prefix = url.substr(0, lastSlash + 1);
}
var fail = false;
var count = 1;
var index = 0;
for (var ii = 0; ii < lines.length; ++ii) {
var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, '');
if (str.length > 4 &&
str[0] != '#' &&
str[0] != ";" &&
str.substr(0, 2) != "//") {
var names = str.split(/ +/);
new_url = prefix + str;
if (names.length == 1) {
new_url = prefix + str;
++count;
getFileListImpl(new_url, function(index) {
return function(success, new_files) {
log("got files: " + new_files.length);
if (success) {
files[index] = new_files;
}
finish(success);
};
}(index++));
} else {
var s = "";
var p = "";
for (var jj = 0; jj < names.length; ++jj) {
s += p + prefix + names[jj];
p = " ";
}
files[index++] = s;
}
}
}
finish(true);
function finish(success) {
if (!success) {
fail = true;
}
--count;
log("count: " + count);
if (!count) {
callback(!fail, files);
}
}
}
}());
} else {
files.push(url);
callback(true, files);
}
};
getFileListImpl(url, function(success, files) {
// flatten
var flat = [];
flatten(files);
function flatten(files) {
for (var ii = 0; ii < files.length; ++ii) {
var value = files[ii];
if (typeof(value) == "string") {
flat.push(value);
} else {
flatten(value);
}
}
}
callback(success, flat);
});
};
/**
* Gets a file from a file/URL
* @param {string} file the URL of the file to get.
* @return {string} The contents of the file.
*/
var readFile = function(file) {
var buf = new Buffer(ENVIRONMENT.RESOURCES[path.join('resources', file)], 'base64')
var text = buf.toString()
return text.replace(/\r/g, "");
};
var readFileList = function(url) {
var files = [];
if (url.substr(url.length - 4) == '.txt') {
var lines = readFile(url).split('\n');
var prefix = '';
var lastSlash = url.lastIndexOf('/');
if (lastSlash >= 0) {
prefix = url.substr(0, lastSlash + 1);
}
for (var ii = 0; ii < lines.length; ++ii) {
var str = lines[ii].replace(/^\s\s*/, '').replace(/\s\s*$/, '');
if (str.length > 4 &&
str[0] != '#' &&
str[0] != ";" &&
str.substr(0, 2) != "//") {
var names = str.split(/ +/);
if (names.length == 1) {
new_url = prefix + str;
files = files.concat(readFileList(new_url));
} else {
var s = "";
var p = "";
for (var jj = 0; jj < names.length; ++jj) {
s += p + prefix + names[jj];
p = " ";
}
files.push(s);
}
}
}
} else {
files.push(url);
}
return files;
};
/**
* Loads a shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLShader} The created shader.
*/
var loadShader = function(gl, shaderSource, shaderType, opt_errorCallback) {
var errFn = opt_errorCallback || error;
// Create the shader object
var shader = gl.createShader(shaderType);
if (shader == null) {
errFn("*** Error: unable to create shader '"+shaderSource+"'");
return null;
}
// Load the shader source
gl.getError()
gl.shaderSource(shader, shaderSource);
var err = gl.getError();
if (err != gl.NO_ERROR) {
errFn("*** Error loading shader '" + shader + "':" + glEnumToString(gl, err));
return null;
}
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
lastError = gl.getShaderInfoLog(shader);
errFn("*** Error compiling " + glEnumToString(gl, shaderType) + " '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Loads a shader from a URL.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {file} file The URL of the shader source.
* @param {number} type The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLShader} The created shader.
*/
var loadShaderFromFile = function(gl, file, type, opt_errorCallback) {
var shaderSource = readFile(file);
return loadShader(gl, shaderSource, type, opt_errorCallback);
};
/**
* Gets the content of script.
*/
var getScript = function(scriptId) {
var shaderScript = ENVIRONMENT.scriptList[scriptId];
if (!shaderScript) {
throw("*** Error: unknown script element" + scriptId);
}
return shaderScript.text;
};
/**
* Loads a shader from a script tag.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} scriptId The id of the script tag.
* @param {number} opt_shaderType The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLShader} The created shader.
*/
var loadShaderFromScript = function(
gl, scriptId, opt_shaderType, opt_errorCallback) {
var shaderSource = "";
var shaderType;
var shaderScript = ENVIRONMENT.scriptList[scriptId];
if (!shaderScript) {
throw("*** Error: unknown script element " + scriptId);
}
shaderSource = shaderScript.text;
if (!opt_shaderType) {
if (shaderScript.type == "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
throw("*** Error: unknown shader type");
return null;
}
}
return loadShader(
gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
opt_errorCallback);
};
var loadStandardProgram = function(gl) {
var program = gl.createProgram();
gl.attachShader(program, loadStandardVertexShader(gl));
gl.attachShader(program, loadStandardFragmentShader(gl));
gl.bindAttribLocation(program, 0, "a_vertex");
gl.bindAttribLocation(program, 1, "a_normal");
linkProgram(gl, program);
return program;
};
/**
* Loads shaders from files, creates a program, attaches the shaders and links.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} vertexShaderPath The URL of the vertex shader.
* @param {string} fragmentShaderPath The URL of the fragment shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var loadProgramFromFile = function(
gl, vertexShaderPath, fragmentShaderPath, opt_errorCallback) {
var program = gl.createProgram();
var vs = loadShaderFromFile(
gl, vertexShaderPath, gl.VERTEX_SHADER, opt_errorCallback);
var fs = loadShaderFromFile(
gl, fragmentShaderPath, gl.FRAGMENT_SHADER, opt_errorCallback);
if (vs && fs) {
gl.attachShader(program, vs);
gl.attachShader(program, fs);
linkProgram(gl, program, opt_errorCallback);
}
if (vs) {
gl.deleteShader(vs);
}
if (fs) {
gl.deleteShader(fs);
}
return program;
};
/**
* Loads shaders from script tags,