Git Product home page Git Product logo

webgl-fuzzer's Introduction

webgl-fuzzer

My oooollllllllddd webgl fuzzer from 1990BC ๐Ÿง

Sample

> node fuzzer.js

<script type="vertex" id="vshader">VSHADER_HERE
</script>

<script type="fragment" id="fshader">FSHADER_HERE
</script>

<canvas id="canvas"  style="height:100%;width: 100%" ></canvas>

<script type="text/javascript">

    var id = "canvas";
    var gl = document.getElementById(id).getContext("webgl");
    var ext = gl.getExtension('EXT_sRGB');
    var vshader = document.getElementById("vshader").text;
    var fshader = document.getElementById("fshader").text;
    var program = gl.createProgram();

  function resize(canvas) {
    // Lookup the size the browser is displaying the canvas.
    var displayWidth  = canvas.clientWidth;
    var displayHeight = canvas.clientHeight;

    // Check if the canvas is not the same size.
    if (canvas.width  !== displayWidth ||
        canvas.height !== displayHeight) {

      // Make the canvas the same size
      canvas.width  = displayWidth;
      canvas.height = displayHeight;
    }
  }

  function createShader(gl, type, source) {
    var shader = gl.createShader(type);
    gl.shaderSource(shader, source);
    gl.compileShader(shader);
    var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
    if (success) {
      return shader;
    }

    console.log(gl.getShaderInfoLog(shader));
    gl.deleteShader(shader);
  }

  function createProgram(gl, vertexShader, fragmentShader) {
    var program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    var success = gl.getProgramParameter(program, gl.LINK_STATUS);
    if (success) {
      return program;
    }

    console.log(gl.getProgramInfoLog(program));
    gl.deleteProgram(program);
  }

  var vshader = document.getElementById("vshader").text ;
  var fshader = document.getElementById("fshader").text ;
  var vertexShader   = createShader(gl, gl.VERTEX_SHADER, vshader);
  var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fshader);

  var program = createProgram(gl, vertexShader, fragmentShader);
  var positionAttributeLocation = gl.getAttribLocation(program, "a_position");

  var positionBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

  var positions = [-1,1,1,0,-1,0,-1,0,-1,1,0,-1,-1,0,0,0,-1,1,0,0,0,0,0,0,0,1,1,0,0,-1,0,-1,0,1,0,0,0,0,1,1,-1,-1,-1,1,0,0,0,0,0]
  var array_buffer =  new Float32Array(positions);
  gl.bufferData(gl.ARRAY_BUFFER, array_buffer, gl.STATIC_DRAW);

  // var vertexArray = gl.createVertexArray();
  // gl.bindVertexArray(vertexArray);
  // gl.enableVertexAttribArray(positionAttributeLocation);
  // var size = 2;          // 2 components per iteration
  // var type = gl.FLOAT;   // the data is 32bit floats
  // var normalize = false; // don't normalize the data
  // var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
  // var offset = 0;        // start at the beginning of the buffer
  // gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset)

  resize(gl.canvas);

  gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

  // Clear the canvas
  gl.clearColor(0, 0, 0, 0);
  gl.clear(gl.COLOR_BUFFER_BIT);

  gl.useProgram(program);
// fuzz from here

var JjqmaDxz = new Float64Array();
gl.bufferData(gl.ARRAY_BUFFER, JjqmaDxz, gl.STATIC_DRAW);var eptzMPOR = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, eptzMPOR);
var vGTMgunz = gl.createFramebuffer();
var IHIUAfST = gl.getAttribLocation(program, "a_position");
var OPxcRIIP = gl.createProgram();
var bLLpcGHy = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, bLLpcGHy);

try{gl.cullFace(gl.FRONT)}catch(e){}
 try{gl.getAttribLocation(program,color)}catch(e){}
 try{gl.frontFace(gl.CW,gl.CCW)}catch(e){}
 try{gl.isRenderbuffer()}catch(e){}
 try{gl.blendFuncSeparate(gl.CONSTANT_ALPHA,gl.CONSTANT_ALPHA,gl.ONE_MINUS_DST_COLOR,gl.ONE)}catch(e){}
 try{gl.bindBuffer(gl.COPY_READ_BUFFER,vGTMgunz)}catch(e){}
 try{gl.attachShader(256,0)}catch(e){}
 try{gl.createRenderbuffer()}catch(e){}
 try{gl.vertexAttribPointer(4294967295,4294967294,gl.BYTE,true,174,0.4)}catch(e){}
 try{gl.scissor(32768,0.8,1,0.32)}catch(e){}
 try{gl.blendColor(0.889967062654849,-0.7123554331312512,15589.963011060627916470488502,0)}catch(e){}
 try{gl.getRenderbufferParameter(gl.RENDERBUFFER,gl.RENDERBUFFER_BLUE_SIZE)}catch(e){}
 try{gl.scissor(2147483647,4294967295,0.64,0.8)}catch(e){}
 try{gl.texParameteri(gl.TEXTURE_CUBE_MAP,gl.TEXTURE_WRAP_T,32768)}catch(e){}
 try{gl.getAttribLocation(program,a_position)}catch(e){}
 try{gl.uniformMatrix3fv(IHIUAfST,false,8192)}catch(e){}
 try{gl.uniform2iv(positionAttributeLocation,2)}catch(e){}
 try{gl.blendFuncSeparate(gl.ONE_MINUS_CONSTANT_ALPHA,gl.ONE_MINUS_SRC_COLOR,gl.CONSTANT_COLOR,gl.ONE_MINUS_SRC_COLOR)}catch(e){}
 try{gl.clearColor(0.2011377830195784,0,0.31154269840958526,0.18470429668082122)}catch(e){}
 try{gl.scissor(4294967295,0.16,0.32,16)}catch(e){}
 try{gl.copyTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,2147483646,gl.ALPHA,2,512,2147483648,2147483647,0.16)}catch(e){}
 try{gl.generateMipmap(gl.TEXTURE_2D)}catch(e){}
 try{gl.clearDepth(-2.802797293533849)}catch(e){}
 try{gl.clearColor(280121.60808333155,851749.5801717904,0.8341082466110596,0.02193120738318255)}catch(e){}
 try{gl.cullFace(gl.FRONT_AND_BACK)}catch(e){}
 try{gl.getShaderSource(vshader,fshader)}catch(e){}
 try{gl.createBuffer()}catch(e){}
 try{gl.createRenderbuffer()}catch(e){}
 try{gl.isBuffer(vGTMgunz)}catch(e){}
 try{gl.vertexAttribPointer(4,32,gl.UNSIGNED_SHORT,true,75,0.64)}catch(e){}
 try{gl.copyTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X,0.32,gl.RGBA,16384,0.4,2147483647,2147483647,0.2)}catch(e){}
 try{gl.flush()}catch(e){}
 try{gl.isProgram(program)}catch(e){}
 try{gl.isEnabled(gl.CULL_FACE)}catch(e){}
 try{gl.lineWidth(0.4)}catch(e){}
 try{gl.flush()}catch(e){}
 try{gl.getActiveUniform(program,255)}catch(e){}
 try{gl.generateMipmap(gl.TEXTURE_2D)}catch(e){}
 try{gl.getShaderSource(vshader,fshader)}catch(e){}
 try{gl.attachShader(4,256)}catch(e){}
 try{gl.bindRenderbuffer(gl.RENDERBUFFER,)}catch(e){}
 try{gl.clear(gl.COLOR_BUFFER_BIT)}catch(e){}
 try{gl.uniform2i(IHIUAfST,0.16,2)}catch(e){}
 try{gl.shaderSource(0.16,4294967295)}catch(e){}
 try{gl.bufferData(2147483647,2147483646,0.4)}catch(e){}
 try{gl.getShaderInfoLog(vshader,fshader)}catch(e){}
 try{gl.scissor(128,2147483647,4294967294,0.64)}catch(e){}
 try{gl.getContextAttributes()}catch(e){}
 try{gl.attachShader(2147483648,8192)}catch(e){}
 try{gl.frontFace(gl.CW,gl.CCW)}catch(e){}
 try{gl.uniform2i(positionAttributeLocation,0.16,4294967294)}catch(e){}
 try{gl.getActiveUniform(program,4294967295)}catch(e){}
 try{gl.uniform1i(IHIUAfST,32768)}catch(e){}
 try{gl.stencilOpSeparate(gl.BACK,gl.KEEP,gl.INCR,gl.DECR)}catch(e){}
 try{gl.uniformMatrix4fv(positionAttributeLocation,true,4)}catch(e){}
 try{gl.isProgram(program)}catch(e){}
 try{gl.bufferData(0.8,2147483646,4294967295)}catch(e){}
 try{gl.viewport(128,2147483648,0.8,0.32)}catch(e){}
 try{gl.uniformMatrix4fv(positionAttributeLocation,false,4294967295)}catch(e){}
 try{gl.uniform2i(positionAttributeLocation,0.4,2147483647)}catch(e){}
 try{gl.scissor(64,65535,0.16,32)}catch(e){}
 try{gl.isBuffer(eptzMPOR)}catch(e){}
 try{gl.uniformMatrix3fv(IHIUAfST,false,0.16)}catch(e){}
 try{gl.uniformMatrix3fv(IHIUAfST,false,32768)}catch(e){}
 try{gl.vertexAttribPointer(512,1,gl.SHORT,true,221,4294967295)}catch(e){}
 try{gl.vertexAttrib2fv(256,4)}catch(e){}
 try{gl.getParameter(ext.DRAW_BUFFER14_WEBGL)}catch(e){}
 try{gl.uniformMatrix2fv(positionAttributeLocation,true,0)}catch(e){}
 try{gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER,ext.COLOR_ATTACHMENT2_WEBGL,gl.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE)}catch(e){}
 try{gl.flush()}catch(e){}
 try{gl.attachShader(0.32,4294967295)}catch(e){}
 try{gl.attachShader(255,2147483647)}catch(e){}
 try{gl.getContextAttributes()}catch(e){}
 try{gl.uniform3i(positionAttributeLocation,4294967294,2147483648,0.4)}catch(e){}
 try{gl.generateMipmap(gl.TEXTURE_2D)}catch(e){}
 try{gl.uniform2i(IHIUAfST,4294967294,4)}catch(e){}
 try{gl.createTexture()}catch(e){}
 try{gl.blendFunc(gl.ZERO,gl.ONE_MINUS_SRC_ALPHA)}catch(e){}
 try{gl.uniform1f(IHIUAfST,2147483647)}catch(e){}
 try{gl.getProgramInfoLog(program)}catch(e){}
 try{gl.compileShader(2147483646)}catch(e){}
 try{gl.blendFunc(gl.ONE_MINUS_DST_ALPHA,gl.ZERO)}catch(e){}
 try{gl.clearDepth(-0.12389386313963113)}catch(e){}
 try{gl.attachShader(65534,4294967294)}catch(e){}
 try{gl.validateProgram(program)}catch(e){}
 try{gl.getFramebufferAttachmentParameter(gl.DRAW_FRAMEBUFFER,ext.COLOR_ATTACHMENT14_WEBGL,gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)}catch(e){}
 try{gl.detachShader(OPxcRIIP,vshader)}catch(e){}
 try{gl.scissor(65534,32,32768,0.64)}catch(e){}
 try{gl.copyTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X,32,gl.RGBA,64,4291051535,32767,4,255)}catch(e){}
 try{gl.deleteFramebuffer()}catch(e){}
 try{gl.depthMask(false)}catch(e){}
 try{gl.stencilFuncSeparate(gl.BACK,gl.ALWAYS,0,0.16)}catch(e){}
 try{gl.texParameteri(gl.TEXTURE_2D_ARRAY,gl.TEXTURE_BASE_LEVEL,128)}catch(e){}
 try{gl.compileShader(512)}catch(e){}
 try{gl.copyTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X,0.16,gl.RGB,0,32768,0.16,255,64)}catch(e){}
 try{gl.generateMipmap(gl.TEXTURE_2D_ARRAY)}catch(e){}
 try{gl.attachShader(0.16,128)}catch(e){}
 try{gl.uniformMatrix3fv(IHIUAfST,true,512)}catch(e){}
 try{gl.blendEquation(gl.FUNC_ADD)}catch(e){}
 try{gl.getShaderInfoLog(vshader,fshader)}catch(e){}
 try{gl.clearColor(89104.15022052098689859190549,0.18925139245122846,0.1502931572726771,0.47348674635753607)}catch(e){}
 try{gl.getAttribLocation(OPxcRIIP,color)}catch(e){}
 try{gl.bufferData(256,32768,512)}catch(e){}
 try{gl.enableVertexAttribArray(16384)}catch(e){}
 try{gl.stencilOpSeparate(gl.BACK,gl.ZERO,gl.INCR,gl.DECR)}catch(e){}
 try{gl.isProgram(program)}catch(e){}
 try{gl.bindRenderbuffer(gl.RENDERBUFFER,)}catch(e){}
 try{gl.getParameter(ext.MAX_DRAW_BUFFERS_WEBGL)}catch(e){}
 try{gl.vertexAttribPointer(0.16,2147483646,gl.UNSIGNED_BYTE,false,171,32)}catch(e){}
 try{gl.renderbufferStorage(gl.RENDERBUFFER,gl.RGBA32I,32,0.64)}catch(e){}
 try{gl.deleteTexture(bLLpcGHy)}catch(e){}
 try{gl.uniform1f(IHIUAfST,8192)}catch(e){}
 try{gl.shaderSource(16384,512)}catch(e){}
 try{gl.copyTexImage2D(gl.TEXTURE_2D,32766,gl.ALPHA,4291051535,0,0,2147483646,0.32)}catch(e){}
 try{gl.getRenderbufferParameter(gl.RENDERBUFFER,gl.RENDERBUFFER_HEIGHT)}catch(e){}
 try{gl.uniformMatrix3fv(positionAttributeLocation,true,0.16)}catch(e){}
 try{gl.getContextAttributes()}catch(e){}
 try{gl.isEnabled(gl.RASTERIZER_DISCARD)}catch(e){}
 try{gl.scissor(0.32,2,2147483648,4294967294)}catch(e){}
 try{gl.frontFace(gl.CW,gl.CCW)}catch(e){}
 try{gl.uniform3fv(positionAttributeLocation,4)}catch(e){}
 try{gl.compileShader(128)}catch(e){}
 try{gl.copyTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X,0.32,gl.ALPHA,0.32,1,1,4294967294,32767)}catch(e){}
 try{gl.uniformMatrix2fv(positionAttributeLocation,true,0)}catch(e){}
 try{gl.getShaderSource(vshader,fshader)}catch(e){}
 try{gl.compileShader(256)}catch(e){}
 try{gl.getContextAttributes()}catch(e){}
 try{gl.clearDepth(-0.4985668598370523)}catch(e){}
 try{gl.deleteTexture(bLLpcGHy)}catch(e){}
 try{gl.depthMask(true)}catch(e){}
 try{gl.bufferData(0.64,2147483647,32767)}catch(e){}
 try{gl.uniform3fv(positionAttributeLocation,128)}catch(e){}
 try{gl.cullFace(gl.BACK)}catch(e){}
 try{gl.vertexAttribPointer(0.64,2147483646,gl.BYTE,true,184,16)}catch(e){}
 try{gl.uniform3i(IHIUAfST,0.64,2,32)}catch(e){}
 try{gl.isRenderbuffer()}catch(e){}
 try{gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAX_LOD,32)}catch(e){}
 try{gl.compileShader(0.8)}catch(e){}
 try{gl.generateMipmap(gl.TEXTURE_2D_ARRAY)}catch(e){}
 try{gl.uniform3i(IHIUAfST,0.4,32,2147483648)}catch(e){}
 try{gl.uniform2iv(IHIUAfST,255)}catch(e){}
 try{gl.depthMask(false)}catch(e){}
 try{gl.getFramebufferAttachmentParameter(gl.DRAW_FRAMEBUFFER,gl.COLOR_ATTACHMENT5,gl.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE)}catch(e){}
 try{gl.createTexture()}catch(e){}
 try{gl.vertexAttrib2fv(32766,0.4)}catch(e){}
 try{gl.createTexture()}catch(e){}
 try{gl.blendFuncSeparate(gl.ONE_MINUS_DST_COLOR,gl.ONE_MINUS_DST_ALPHA,gl.CONSTANT_COLOR,gl.SRC_ALPHA_SATURATE)}catch(e){}
 try{gl.compileShader(4294967295)}catch(e){}
 try{gl.blendFunc(gl.ONE_MINUS_DST_COLOR,gl.SRC_COLOR)}catch(e){}
 try{gl.getProgramInfoLog(OPxcRIIP)}catch(e){}
  var primitiveType = gl.TRIANGLES;
  var offset = 0;
  var count = 3;
  gl.drawArrays(primitiveType, offset, count);
</script>

webgl-fuzzer's People

Contributors

ant4g0nist avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.