""" Smoke test for the shader rendering harness. Renders a set of test shaders and reports results. Run from repo root: python envs/shader/test.py Run from env dir: cd envs/shader && python test.py """ import sys from pathlib import Path # Allow running from any directory. sys.path.insert(0, str(Path(__file__).parent)) from harness import render # noqa: E402 SHADERS = { "solid_red": """\ void mainImage(out vec4 fragColor, in vec2 fragCoord) { fragColor = vec4(1.0, 0.0, 0.0, 1.0); } """, "gradient": """\ void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; fragColor = vec4(uv, 0.5, 1.0); } """, "animated": """\ void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; float t = sin(iTime) * 0.5 + 0.5; fragColor = vec4(uv.x, uv.y, t, 1.0); } """, "circles": """\ void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y; float d = length(uv); float rings = sin(d * 20.0 - iTime * 3.0) * 0.5 + 0.5; fragColor = vec4(vec3(rings), 1.0); } """, "broken_syntax": """\ void mainImage(out vec4 fragColor, in vec2 fragCoord) { fragColor = vec4(1.0, 0.0 } """, "broken_type": """\ void mainImage(out vec4 fragColor, in vec2 fragCoord) { int x = vec4(1.0); fragColor = vec4(float(x)); } """, "extension": """\ #extension GL_OES_standard_derivatives : enable void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; fragColor = vec4(uv, 0.5, 1.0); } """, "shadertoy_logo": """\ #ifdef GL_ES precision mediump float; #endif #define PI 3.1415926535897932384626433832795 const float wave_amplitude = 0.076; const float period = 2.*PI; float wave_phase() { return iTime; } float square(vec2 st) { vec2 bl = step(vec2(0.), st); vec2 tr = step(vec2(0.),1.0-st); return bl.x * bl.y * tr.x * tr.y; } vec4 frame(vec2 st) { float tushka = square(st*mat2((1./.48), 0., 0., (1./.69))); mat2 sector_mat = mat2(1./.16, 0., 0., 1./.22); float sectors[4]; sectors[0] = square(st * sector_mat + (1./.16)*vec2(0.000,-0.280)); sectors[1] = square(st * sector_mat + (1./.16)*vec2(0.000,-0.060)); sectors[2] = square(st * sector_mat + (1./.16)*vec2(-0.240,-0.280)); sectors[3] = square(st * sector_mat + (1./.16)*vec2(-0.240,-0.060)); vec3 sector_colors[4]; sector_colors[0] = vec3(0.941, 0.439, 0.404) * sectors[0]; sector_colors[1] = vec3(0.435, 0.682, 0.843) * sectors[1]; sector_colors[2] = vec3(0.659, 0.808, 0.506) * sectors[2]; sector_colors[3] = vec3(0.996, 0.859, 0.114) * sectors[3]; return vec4(vec3(sector_colors[0] + sector_colors[1] + sector_colors[2] + sector_colors[3]), tushka); } vec4 trail_piece(vec2 st, vec2 index, float scale) { scale = index.x * 0.082 + 0.452; vec3 color; if (index.y > 0.9 && index.y < 2.1 ) { color = vec3(0.435, 0.682, 0.843); scale *= .8; } else if (index.y > 3.9 && index.y < 5.1) { color = vec3(0.941, 0.439, 0.404); scale *= .8; } else { color = vec3(0., 0., 0.); } float scale1 = 1./scale; float shift = - (1.-scale) / (2. * scale); vec2 st2 = vec2(vec3(st, 1.) * mat3(scale1, 0., shift, 0., scale1, shift, 0., 0., 1.)); float mask = square(st2); return vec4( color, mask ); } vec4 trail(vec2 st) { const float piece_height = 7. / .69; const float piece_width = 6. / .54; st.x = 1.2760 * pow(st.x, 3.0) - 1.4624 * st.x*st.x + 1.4154 * st.x; float x_at_cell = floor(st.x*piece_width)/piece_width; float x_at_cell_center = x_at_cell + 0.016; float incline = cos(0.5*period + wave_phase()) * wave_amplitude; float offset = sin(x_at_cell_center*period + wave_phase())* wave_amplitude + incline*(st.x-x_at_cell)*5.452; float mask = step(offset, st.y) * (1.-step(.69+offset, st.y)) * step(0., st.x); vec2 cell_coord = vec2((st.x - x_at_cell) * piece_width, fract((st.y-offset) * piece_height)); vec2 cell_index = vec2(x_at_cell * piece_width, floor((st.y-offset) * piece_height)); vec4 pieces = trail_piece(cell_coord, cell_index, 0.752); return vec4(vec3(pieces), pieces.a * mask); } vec4 logo(vec2 st) { if (st.x <= .54) { return trail(st); } else { vec2 st2 = st + vec2(0., -sin(st.x*period + wave_phase())*wave_amplitude); return frame(st2 + vec2(-.54, 0)); } } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 st = fragCoord.xy/iResolution.xy; st.x *= iResolution.x/iResolution.y; st += vec2(.0); st *= 1.472; st += vec2(-0.7,-0.68); float rot = PI*-0.124; st *= mat2(cos(rot), sin(rot), -sin(rot), cos(rot)); vec3 color = vec3(1.); vec4 logo_ = logo(st); fragColor = mix(vec4(0.,.5,.5,1.000), logo_, logo_.a); } """, } def main(): outdir = Path(__file__).parent / "test_output" outdir.mkdir(exist_ok=True) passed = 0 failed = 0 for name, code in SHADERS.items(): expect_fail = name.startswith("broken") result = render(code, time=1.0) if expect_fail: ok = not result.compiled else: ok = result.compiled and result.rendered status = "PASS" if ok else "FAIL" if ok: passed += 1 else: failed += 1 print(f" [{status}] {name}: compiled={result.compiled} rendered={result.rendered}") if result.errors: for err in result.errors: print(f" {err}") if result.frame: try: from PIL import Image img = Image.frombytes("RGBA", (result.width, result.height), result.frame) path = outdir / f"{name}.png" img.save(path) print(f" saved {path}") except ImportError: print(" (install Pillow to save PNG output)") print(f"\n{passed} passed, {failed} failed") return 0 if failed == 0 else 1 if __name__ == "__main__": sys.exit(main())