wtu.drawUnitQuad(gl);

wtu.checkCanvasRect(gl, 0, 0, 1, 1, [ 0, 255, 0, 255 ]);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);

// -

debug('\nRender, no-op resize, then depth-fail render.');

gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.uniform4fv(colorLocation, [0.0, 1.0, 0.0, 1.0]);
wtu.drawUnitQuad(gl);

gl.canvas.width = gl.canvas.width;
gl.uniform4fv(colorLocation, [0.0, 0.0, 1.0, 1.0]);
wtu.drawUnitQuad(gl);