Skip to content

Instantly share code, notes, and snippets.

@gre
Created September 5, 2017 07:11
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save gre/5d894656e10c70409b9e60e265753e94 to your computer and use it in GitHub Desktop.
Save gre/5d894656e10c70409b9e60e265753e94 to your computer and use it in GitHub Desktop.
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;
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment