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@bellbind
Last active January 31, 2024 14:56
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[webgl2]example for webgl2 (with glsl3)
#version 300 es
precision highp float;
//invariant gl_FragCoord;
uniform Screen {
vec2 wh;
} screen;
uniform Timer {
int count;
} timer;
out vec4 fragColor;
vec4 colorSpace(vec2 coord)
{
float other = 1.0 - (coord.x + coord.y) / 2.0;
return vec4(coord, other, 1.0);
}
// mandelbrot with animation
vec4 mandel(vec2 coord)
{
vec2 c = 3.0 * (coord - vec2(2.0 / 3.0, 0.5));
vec2 z = c;
const float pi = acos(-1.0);
int limit = int(20.0 * pow(sin(2.0 * pi * float(timer.count) / 256.0), 2.0));
float color = 0.0;
for (int i = 0; i < limit; i++) {
vec2 z1 = vec2(z.x * z.x - z.y * z.y + c.x, 2.0 * z.x * z.y + c.y);
if (dot(z1, z1) > 4.0) {
color = float(i) / float(limit);
break;
} else {
z = z1;
}
}
return vec4(color, 0.0, 0.0, 1.0);
}
void main(void)
{
vec2 coord = gl_FragCoord.xy / screen.wh;
//fragColor = colorSpace(coord);
fragColor = mandel(coord);
//fragColor = clamp(mandel(coord) + colorSpace(coord), vec4(0.0), vec4(1.0));
}
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<script src="script.js"></script>
</head>
<body></body>
</html>
"use strict";
window.addEventListener("load", ev => {
// webgl setup
const canvas = document.createElement("canvas");
canvas.width = 512, canvas.height = 512;
canvas.style.border = "solid";
document.body.appendChild(canvas);
// webgl2 enabled default from: firefox-51, chrome-56
const gl = canvas.getContext("webgl2");
gl.enable(gl.CULL_FACE);
// drawing data (as viewport square)
const vert2d = [[1, 1], [-1, 1], [1, -1], [-1, -1]];
const vert2dData = new Float32Array([].concat(...vert2d));
const vertBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
gl.bufferData(gl.ARRAY_BUFFER, vert2dData, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
const index = [[0, 1, 2], [3, 2, 1]];
const indexData = new Uint16Array([].concat(...index));
const indexBuf = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexData, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
// opengl3 uniform buffer
// NOTE: each data attribute required 16 byte
const screenData = new Float32Array([canvas.width, canvas.height, 0, 0]);
const screenBuf = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, screenBuf);
gl.bufferData(gl.UNIFORM_BUFFER, screenData, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
const timerData = new Uint32Array([0, 0, 0, 0]);
const timerBuf = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, timerBuf);
gl.bufferData(gl.UNIFORM_BUFFER, timerData, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
// opengl3 VAO
const vertexArray = gl.createVertexArray();
const setupVAO = (program) => {
// setup buffers and attributes to the VAO
gl.bindVertexArray(vertexArray);
// bind buffer data
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuf);
// set attribute types
const vert2dId = gl.getAttribLocation(program, "vert2d");
const elem = gl.FLOAT, count = vert2d[0].length, normalize = false;
const offset = 0, stride = count * Float32Array.BYTES_PER_ELEMENT;
gl.enableVertexAttribArray(vert2dId);
gl.vertexAttribPointer(
vert2dId, count, elem, normalize, stride, offset);
gl.bindVertexArray(null);
//NOTE: these unbound buffers is not required; works fine if unbound
//gl.bindBuffer(gl.ARRAY_BUFFER, null);
//gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
};
// shader loader
const loadShader = (src, type) => {
const shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(src, gl.getShaderInfoLog(shader));
}
return shader;
};
const loadProgram = () => Promise.all([
fetch("vertex.glsl").then(res => res.text()).then(
src => loadShader(src, gl.VERTEX_SHADER)),
fetch("fragment.glsl").then(res => res.text()).then(
src => loadShader(src, gl.FRAGMENT_SHADER))
]).then(shaders => {
const program = gl.createProgram();
shaders.forEach(shader => gl.attachShader(program, shader));
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getProgramInfoLog(program));
};
return program;
});
// initialize data variables for the shader program
const initVariables = (program) => {
setupVAO(program);
return program;
};
const render = (program, count) => {
// set timer variable to update the uniform buffer
timerData[0] = count;
gl.bindBuffer(gl.UNIFORM_BUFFER, timerBuf);
gl.bufferData(gl.UNIFORM_BUFFER, timerData, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.UNIFORM_BUFFER, null);
// uniform buffer binding
let uniformIndex = 0;
const screenId = gl.getUniformBlockIndex(program, "Screen");
//console.log("screen uniform size", gl.getActiveUniformBlockParameter(
// program, screenId, gl.UNIFORM_BLOCK_DATA_SIZE)); //=> 4x4=16
gl.uniformBlockBinding(program, screenId, ++uniformIndex);
gl.bindBufferBase(gl.UNIFORM_BUFFER, uniformIndex, screenBuf);
const timerId = gl.getUniformBlockIndex(program, "Timer");
//console.log("timer uniform size", gl.getActiveUniformBlockParameter(
// program, timerId, gl.UNIFORM_BLOCK_DATA_SIZE)); //=> 4x4=16
gl.uniformBlockBinding(program, timerId, ++uniformIndex);
gl.bindBufferBase(gl.UNIFORM_BUFFER, uniformIndex, timerBuf);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
// draw the buffer with VAO
// NOTE: binding vert and index buffer is not required
gl.bindVertexArray(vertexArray);
const indexOffset = 0 * index[0].length;
gl.drawElements(gl.TRIANGLES, indexData.length,
gl.UNSIGNED_SHORT, indexOffset);
const error = gl.getError();
if (error !== gl.NO_ERROR) console.log(error);
gl.bindVertexArray(null);
gl.useProgram(null);
};
const startRendering = (program) => {
(function loop(count) {
requestAnimationFrame(() => {
render(program, count);
setTimeout(loop, 30, (count + 1) & 0x7fffffff);
});
})(0);
};
// (not used because of it runs forever)
const cleanupResources = (program) => {
gl.deleteBuffer(vertBuf);
gl.deleteBuffer(indexBuf);
gl.deleteBuffer(screenBuf);
gl.deleteBuffer(timerBuf);
gl.deleteVertexArray(vertexArray);
gl.deleteProgram(program);
};
loadProgram().then(initVariables).then(startRendering);
}, false);
#version 300 es
invariant gl_Position;
in vec2 vert2d;
void main(void) {
gl_Position = vec4(vert2d, 0, 1);
}
@bellbind
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bellbind commented Jul 19, 2016

demo: https://gist.githack.com/bellbind/8c98bb86cfd064d944312b09b98af1b9/raw/index.html


  • chrome: enable "WebGL2.0 prototype" on chrome://flags/#enable-unsafe-es3-apis
  • firefox: set true to webgl.enable-prototype-webgl2 on about:config

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