</script>
<script>
+"use strict";
+
description();
debug("");
debug("If things are working correctly, then there will be a green square.");
var gl = wtu.create3DContext(canvas);
if (!gl) {
testFailed("context does not exist");
- return;
-}
-gl.clearColor(0.0, 0.0, 0.0, 1.0);
-gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-wtu.setupUnitQuad(gl);
-var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["pos"]);
-wtu.drawUnitQuad(gl);
-wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1);
+} else {
+ gl.clearColor(0.0, 0.0, 0.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ wtu.setupUnitQuad(gl);
+ var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["pos"], undefined, true);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1);
-gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-var programMutable = wtu.setupProgram(gl, ["shader-vs", "shader-fs-mutable"], ["pos"]);
-wtu.drawUnitQuad(gl);
-wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ var programMutable = wtu.setupProgram(gl, ["shader-vs", "shader-fs-mutable"], ["pos"]);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1);
+}
var successfullyParsed = true;
</script>