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@jryans
Created May 13, 2015 13:59
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Cross Process Viewport // source http://jsbin.com/humogo
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Cross Process Viewport</title>
<script id="shader-vs" type="x-shader/x-vertex">
uniform mat4 uMatrixProj;
uniform vec4 uLayerRects[4];
uniform mat4 uLayerTransform;
uniform vec4 uRenderTargetOffset;
attribute vec4 aCoord;
uniform mat4 uTextureTransform;
uniform vec4 uTextureRects[4];
varying vec2 vTexCoord;
void main() {
int vertexID = int(aCoord.w);
vec4 layerRect = uLayerRects[vertexID];
vec4 finalPosition = vec4(aCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);
finalPosition = uLayerTransform * finalPosition;
finalPosition.xyz /= finalPosition.w;
finalPosition = finalPosition - uRenderTargetOffset;
finalPosition.xyz *= finalPosition.w;
finalPosition = uMatrixProj * finalPosition;
vec4 textureRect = uTextureRects[vertexID];
vec2 texCoord = aCoord.xy * textureRect.zw + textureRect.xy;
vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;
gl_Position = finalPosition;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
#extension GL_ARB_texture_rectangle : require
#ifdef GL_ES
precision mediump float;
#define COLOR_PRECISION lowp
#else
#define COLOR_PRECISION
#endif
varying vec2 vTexCoord;
uniform vec2 uTexCoordMultiplier;
uniform sampler2DRect uTexture;
vec4 sample(vec2 coord) {
vec4 color;
color = texture2DRect(uTexture, coord);
return color;
}
void main() {
vec4 color = sample(vTexCoord * uTexCoordMultiplier);
COLOR_PRECISION float mask = 1.0;
color *= mask;
gl_FragColor = color;
}
</script>
</head>
<body onload="go()">
<canvas></canvas>
<script id="jsbin-javascript">
var WIDTH = 640;
var HEIGHT = 960;
var SURFACE = 0x13;
function go() {
var canvas = document.querySelector("canvas");
setCanvasSize(canvas);
window.gl = canvas.getContext("webgl");
initFeatures();
initShaders();
initBuffers();
initUniforms();
initTextures();
requestAnimationFrame(draw);
}
function draw() {
gl.viewport(0, 0, WIDTH, HEIGHT);
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
gl.vertexAttribPointer(coordAttribute, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(draw);
}
function initTextures() {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_RECTANGLE, texture);
gl.texImageIOSurface2D(WIDTH, HEIGHT, SURFACE);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
function setCanvasSize(canvas) {
canvas.width = WIDTH;
canvas.height = HEIGHT;
canvas.style.width = (WIDTH / devicePixelRatio) + "px";
canvas.style.height = (HEIGHT / devicePixelRatio) + "px";
}
function initFeatures() {
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA,
gl.ONE, gl.ONE);
gl.enable(gl.BLEND);
}
function initBuffers() {
verticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
var vertices = [
0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
}
function initUniforms() {
var loc;
var layerRects = [
0, 0, WIDTH, HEIGHT,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uLayerRects");
gl.uniform4fv(loc, new Float32Array(layerRects));
var textureRects = [
0, 0, 1, 1,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uTextureRects");
gl.uniform4fv(loc, new Float32Array(textureRects));
var renderOffset = [
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uRenderTargetOffset");
gl.uniform4fv(loc, new Float32Array(renderOffset));
var textureTransformVals = [
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, 1, 0,
0, 1, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uTextureTransform");
gl.uniformMatrix4fv(loc, false, new Float32Array(textureTransformVals));
var layerTransformVals = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uLayerTransform");
gl.uniformMatrix4fv(loc, false, new Float32Array(layerTransformVals));
var texCoordMultiplier = [
WIDTH, HEIGHT,
];
loc = gl.getUniformLocation(shaderProgram, "uTexCoordMultiplier");
gl.uniform2fv(loc, new Float32Array(texCoordMultiplier));
var projectionVals = [
2 / WIDTH, 0, 0, 0,
0, -2 / HEIGHT, 0, 0,
0, 0, 0, 0,
-1, 1, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uMatrixProj");
gl.uniformMatrix4fv(loc, false, new Float32Array(projectionVals));
loc = gl.getUniformLocation(shaderProgram, "uTexture");
gl.uniform1i(loc, 0);
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
// Create the shader program
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(shaderProgram);
coordAttribute = gl.getAttribLocation(shaderProgram, "aCoord");
gl.enableVertexAttribArray(coordAttribute);
}
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
</script>
<script id="jsbin-source-javascript" type="text/javascript">var WIDTH = 640;
var HEIGHT = 960;
var SURFACE = 0x13;
function go() {
var canvas = document.querySelector("canvas");
setCanvasSize(canvas);
window.gl = canvas.getContext("webgl");
initFeatures();
initShaders();
initBuffers();
initUniforms();
initTextures();
requestAnimationFrame(draw);
}
function draw() {
gl.viewport(0, 0, WIDTH, HEIGHT);
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
gl.vertexAttribPointer(coordAttribute, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(draw);
}
function initTextures() {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_RECTANGLE, texture);
gl.texImageIOSurface2D(WIDTH, HEIGHT, SURFACE);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
function setCanvasSize(canvas) {
canvas.width = WIDTH;
canvas.height = HEIGHT;
canvas.style.width = (WIDTH / devicePixelRatio) + "px";
canvas.style.height = (HEIGHT / devicePixelRatio) + "px";
}
function initFeatures() {
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA,
gl.ONE, gl.ONE);
gl.enable(gl.BLEND);
}
function initBuffers() {
verticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
var vertices = [
0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
}
function initUniforms() {
var loc;
var layerRects = [
0, 0, WIDTH, HEIGHT,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uLayerRects");
gl.uniform4fv(loc, new Float32Array(layerRects));
var textureRects = [
0, 0, 1, 1,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uTextureRects");
gl.uniform4fv(loc, new Float32Array(textureRects));
var renderOffset = [
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uRenderTargetOffset");
gl.uniform4fv(loc, new Float32Array(renderOffset));
var textureTransformVals = [
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, 1, 0,
0, 1, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uTextureTransform");
gl.uniformMatrix4fv(loc, false, new Float32Array(textureTransformVals));
var layerTransformVals = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uLayerTransform");
gl.uniformMatrix4fv(loc, false, new Float32Array(layerTransformVals));
var texCoordMultiplier = [
WIDTH, HEIGHT,
];
loc = gl.getUniformLocation(shaderProgram, "uTexCoordMultiplier");
gl.uniform2fv(loc, new Float32Array(texCoordMultiplier));
var projectionVals = [
2 / WIDTH, 0, 0, 0,
0, -2 / HEIGHT, 0, 0,
0, 0, 0, 0,
-1, 1, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uMatrixProj");
gl.uniformMatrix4fv(loc, false, new Float32Array(projectionVals));
loc = gl.getUniformLocation(shaderProgram, "uTexture");
gl.uniform1i(loc, 0);
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
// Create the shader program
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(shaderProgram);
coordAttribute = gl.getAttribLocation(shaderProgram, "aCoord");
gl.enableVertexAttribArray(coordAttribute);
}
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}</script></body>
</html>
var WIDTH = 640;
var HEIGHT = 960;
var SURFACE = 0x13;
function go() {
var canvas = document.querySelector("canvas");
setCanvasSize(canvas);
window.gl = canvas.getContext("webgl");
initFeatures();
initShaders();
initBuffers();
initUniforms();
initTextures();
requestAnimationFrame(draw);
}
function draw() {
gl.viewport(0, 0, WIDTH, HEIGHT);
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
gl.vertexAttribPointer(coordAttribute, 4, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(draw);
}
function initTextures() {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_RECTANGLE, texture);
gl.texImageIOSurface2D(WIDTH, HEIGHT, SURFACE);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_RECTANGLE, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
function setCanvasSize(canvas) {
canvas.width = WIDTH;
canvas.height = HEIGHT;
canvas.style.width = (WIDTH / devicePixelRatio) + "px";
canvas.style.height = (HEIGHT / devicePixelRatio) + "px";
}
function initFeatures() {
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA,
gl.ONE, gl.ONE);
gl.enable(gl.BLEND);
}
function initBuffers() {
verticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
var vertices = [
0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.0, 0.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
}
function initUniforms() {
var loc;
var layerRects = [
0, 0, WIDTH, HEIGHT,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uLayerRects");
gl.uniform4fv(loc, new Float32Array(layerRects));
var textureRects = [
0, 0, 1, 1,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uTextureRects");
gl.uniform4fv(loc, new Float32Array(textureRects));
var renderOffset = [
0, 0, 0, 0,
];
loc = gl.getUniformLocation(shaderProgram, "uRenderTargetOffset");
gl.uniform4fv(loc, new Float32Array(renderOffset));
var textureTransformVals = [
1, 0, 0, 0,
0, -1, 0, 0,
0, 0, 1, 0,
0, 1, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uTextureTransform");
gl.uniformMatrix4fv(loc, false, new Float32Array(textureTransformVals));
var layerTransformVals = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uLayerTransform");
gl.uniformMatrix4fv(loc, false, new Float32Array(layerTransformVals));
var texCoordMultiplier = [
WIDTH, HEIGHT,
];
loc = gl.getUniformLocation(shaderProgram, "uTexCoordMultiplier");
gl.uniform2fv(loc, new Float32Array(texCoordMultiplier));
var projectionVals = [
2 / WIDTH, 0, 0, 0,
0, -2 / HEIGHT, 0, 0,
0, 0, 0, 0,
-1, 1, 0, 1,
];
loc = gl.getUniformLocation(shaderProgram, "uMatrixProj");
gl.uniformMatrix4fv(loc, false, new Float32Array(projectionVals));
loc = gl.getUniformLocation(shaderProgram, "uTexture");
gl.uniform1i(loc, 0);
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
// Create the shader program
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// If creating the shader program failed, alert
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(shaderProgram);
coordAttribute = gl.getAttribLocation(shaderProgram, "aCoord");
gl.enableVertexAttribArray(coordAttribute);
}
function getShader(gl, id) {
var shaderScript, theSource, currentChild, shader;
shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
theSource = "";
currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == currentChild.TEXT_NODE) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
// Unknown shader type
return null;
}
gl.shaderSource(shader, theSource);
// Compile the shader program
gl.compileShader(shader);
// See if it compiled successfully
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
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