|
| 1 | +var canvas = document.createElement('canvas') |
| 2 | +canvas.width = window.innerWidth |
| 3 | +canvas.height = window.innerHeight |
| 4 | +document.body.appendChild(canvas) |
| 5 | + |
| 6 | +var gl = canvas.getContext('webgl') |
| 7 | + |
| 8 | +gl.clearColor(1, 0, 1, 1) |
| 9 | +gl.clear(gl.COLOR_BUFFER_BIT) |
| 10 | + |
| 11 | +var vertexShader = gl.createShader(gl.VERTEX_SHADER) |
| 12 | +gl.shaderSource(vertexShader, [ |
| 13 | + 'attribute vec2 position;', |
| 14 | + 'void main() {', |
| 15 | + 'gl_Position = vec4(position, 0.0, 1.0);', |
| 16 | + '}' |
| 17 | +].join('\n')) |
| 18 | +gl.compileShader(vertexShader) |
| 19 | + |
| 20 | +var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER) |
| 21 | +gl.shaderSource(fragmentShader, [ |
| 22 | + 'precision highp float;', |
| 23 | + 'uniform vec4 color;', |
| 24 | + 'void main() {', |
| 25 | + 'gl_FragColor = color;', |
| 26 | + '}' |
| 27 | +].join('\n')) |
| 28 | +gl.compileShader(fragmentShader) |
| 29 | + |
| 30 | +var program = gl.createProgram() |
| 31 | +gl.attachShader(program, vertexShader) |
| 32 | +gl.attachShader(program, fragmentShader) |
| 33 | +gl.linkProgram(program) |
| 34 | + |
| 35 | +var vertices = new Float32Array([ |
| 36 | + -0.5,-0.5, |
| 37 | + 0.5,-0.5, |
| 38 | + 0.0,0.5 |
| 39 | +]) |
| 40 | + |
| 41 | +var buffer = gl.createBuffer() |
| 42 | +gl.bindBuffer(gl.ARRAY_BUFFER, buffer) |
| 43 | +gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) |
| 44 | + |
| 45 | +gl.useProgram(program) |
| 46 | +program.color = gl.getUniformLocation(program, 'color') |
| 47 | +gl.uniform4fv(program.color, [0, 1, 0, 1.0]) |
| 48 | + |
| 49 | +program.position = gl.getAttribLocation(program, 'position') |
| 50 | +gl.enableVertexAttribArray(program.position) |
| 51 | +gl.vertexAttribPointer(program.position, 2, gl.FLOAT, false, 0, 0) |
| 52 | + |
| 53 | +gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2) |
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