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function createDemoProgram (gl) { | |
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); | |
const buffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, buffer); | |
gl.bufferData( | |
gl.ARRAY_BUFFER, | |
new Float32Array([-1, -1, -1, 4, 4, -1]), | |
gl.STATIC_DRAW | |
); | |
const vertexShader = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource( | |
vertexShader, | |
`\ | |
attribute vec2 p; | |
varying vec2 uv; | |
void main() { | |
gl_Position = vec4(p,0.0,1.0); | |
uv = 0.5 * (p+1.0); | |
}` | |
); | |
gl.compileShader(vertexShader); | |
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource( | |
fragmentShader, | |
`\ | |
precision highp float; | |
varying vec2 uv; | |
uniform sampler2D t; | |
void main() { | |
gl_FragColor = mix(texture2D(t, uv), vec4(1.0), min(pow(2.*uv.x-1.,6.)+pow(2.*uv.y-1.,6.)+ 0.1 * step(fract(20.*uv.y+cos(16.*uv.x)), 0.2), 1.0)); | |
}` | |
); | |
gl.compileShader(fragmentShader); | |
var program = gl.createProgram(); | |
gl.attachShader(program, vertexShader); | |
gl.attachShader(program, fragmentShader); | |
gl.linkProgram(program); | |
gl.useProgram(program); | |
var p = gl.getAttribLocation(program, "p"); | |
gl.enableVertexAttribArray(p); | |
gl.vertexAttribPointer(p, 2, gl.FLOAT, false, 0, 0); | |
return program; | |
} |
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