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August 29, 2015 14:24
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very minimalist WebGL program
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<script src="gl-matrix-min.js"></script> | |
<script> | |
function webGLStart() { | |
var shader_sources = { | |
fragment : [ | |
"precision mediump float;", | |
"void main(void) {", | |
"gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);", | |
"}" | |
].join("\n"), | |
vertex : [ | |
"attribute vec3 aVertexPosition;", | |
"uniform mat4 uMVMatrix;", | |
"uniform mat4 uPMatrix;", | |
"void main(void) {", | |
"gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);", | |
"}" | |
].join("\n") | |
}; | |
var canvas = document.getElementById("webgl-canvas"); | |
var gl = canvas.getContext("experimental-webgl"); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER), | |
vertexShader = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(fragmentShader, shader_sources.fragment); | |
gl.shaderSource(vertexShader, shader_sources.vertex); | |
gl.compileShader(fragmentShader); | |
gl.compileShader(vertexShader); | |
var shaderProgram = gl.createProgram(); | |
gl.attachShader(shaderProgram, vertexShader); | |
gl.attachShader(shaderProgram, fragmentShader); | |
gl.linkProgram(shaderProgram); | |
gl.useProgram(shaderProgram); | |
gl.enableVertexAttribArray(gl.getAttribLocation(shaderProgram, "aVertexPosition")); | |
var triangleVertexPositionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
0.0, 1.0, 0.0, | |
-1.0, -1.0, 0.0, | |
1.0, -1.0, 0.0 | |
]), gl.STATIC_DRAW); | |
triangleVertexPositionBuffer.itemSize = 3; | |
triangleVertexPositionBuffer.numItems = 3; | |
gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
gl.enable(gl.DEPTH_TEST); | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
var mvMatrix = mat4.create(); | |
var pMatrix = mat4.create(); | |
mat4.perspective(pMatrix, 45, 1, 0.1, 100.0); | |
mat4.translate(mvMatrix, mvMatrix, [-1.5, 0.0, -7.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uPMatrix"), false, pMatrix); | |
gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uMVMatrix"), false, mvMatrix); | |
gl.drawArrays(gl.LINE_LOOP, 0, triangleVertexPositionBuffer.numItems); | |
} | |
</script> | |
</head> | |
<body onload="webGLStart();"> | |
<canvas id="webgl-canvas" style="border: none;" width="500" height="500"></canvas> | |
</body> | |
</html> |
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