var glslOptimizer = require('../'); var assert = require('assert'); var fs = require('fs'); var path = require('path'); var frag = fs.readFileSync( path.join( __dirname, 'fragment', 'glsl140-basic-in.txt' ), 'utf8' ); assert.equal(glslOptimizer.TARGET_OPENGL, 0, 'exports TARGET_OPENGL'); assert.equal(glslOptimizer.TARGET_OPENGLES20, 1, 'exports TARGET_OPENGLES20'); assert.equal(glslOptimizer.TARGET_OPENGLES30, 2, 'exports TARGET_OPENGLES30'); assert.equal(glslOptimizer.VERTEX_SHADER, 0, 'exports VERTEX_SHADER'); assert.equal(glslOptimizer.FRAGMENT_SHADER, 1, 'exports FRAGMENT_SHADER'); assert.equal(typeof glslOptimizer.Compiler, 'function', 'exports Compiler constructor'); var ESSL = false; //First we need to create a new compiler var compiler = new glslOptimizer.Compiler(2); assert.equal(typeof compiler.dispose, 'function', 'exports Compiler#dispose()'); var shader = new glslOptimizer.Shader(compiler, glslOptimizer.FRAGMENT_SHADER, frag); var didCompile = shader.compiled(); var raw = shader.rawOutput(); var output = shader.output(); var log = shader.log(); assert.equal(typeof didCompile, 'boolean', 'exports compiled()'); assert.equal(typeof raw, 'string', 'exports rawOutput()'); assert.equal(typeof output, 'string', 'exports output()'); assert.equal(typeof log, 'string', 'exports log()'); console.log(output, didCompile); //Clean up shader... shader.dispose(); //Clean up after we've created our compiler compiler.dispose();