Created
March 7, 2015 16:09
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inline GLSL shader
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<html><body></body><script> | |
(function(){ | |
var c = document.createElement("canvas"); | |
document.body.appendChild(c); | |
c.setAttribute("style", "position:absolute;left:0px;top:0px"); | |
var g = c.getContext("webgl")||c.getContext("experimental-webgl"); | |
if (!g) { | |
alert("This demo requires WebGL"); | |
return; | |
} | |
var vsshader = (function () {/* | |
// vertex shader | |
attribute vec4 p; | |
void main(){ | |
gl_Position = p; | |
} | |
*/}).toString().match(/\n([\s\S]*)\n/)[1]; | |
var fsshader = (function () {/* | |
// fragment shader | |
precision highp float; | |
void main(){ | |
gl_FragColor = vec4(0.1,0.2,0.3,1.0); | |
} | |
*/}).toString().match(/\n([\s\S]*)\n/)[1]; | |
var fs = g.createShader(g.FRAGMENT_SHADER); | |
var vs = g.createShader(g.VERTEX_SHADER); | |
g.shaderSource(vs, vsshader); | |
g.shaderSource(fs, fsshader); | |
g.compileShader(vs); | |
g.compileShader(fs); | |
var pr = g.createProgram(); | |
g.attachShader(pr, vs); | |
g.attachShader(pr, fs); | |
g.linkProgram(pr); | |
g.bindBuffer(g.ARRAY_BUFFER, g.createBuffer()); | |
g.bufferData(g.ARRAY_BUFFER, new Float32Array([1,1,1,-3,-3,1]), g.STATIC_DRAW); | |
var stm = new Date().getTime(); | |
var mW,mH; | |
function draw(){ | |
var w = window.innerWidth, | |
h = window.innerHeight; | |
if (w != mW || h != mH) { | |
mW = c.width = w; | |
mH = c.height = h; | |
g.viewport(0, 0, w, h); | |
} | |
g.useProgram(pr); | |
g.uniform2fv(g.getUniformLocation(pr, "resolution"),[mW,mH]); | |
g.uniform1f(g.getUniformLocation(pr, "time"),(new Date().getTime() - stm) / 1000.0); | |
g.enableVertexAttribArray(0); | |
g.vertexAttribPointer(0, 2, g.FLOAT, false, 0, 0); | |
g.drawArrays(g.TRIANGLES, 0, 3); | |
} | |
setInterval(draw,16); | |
})(); | |
</script></html> |
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