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@peko
Last active June 7, 2018 14:45
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shader.html
<!doctype html>
<html>
<body>
<canvas width = "256" height = "256" id = "canvas"></canvas>
<script>
var canvas = document.getElementById('canvas');
gl = canvas.getContext('experimental-webgl');
// Плоскость
var vertices = [
-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
];
indices = [0,1,2,3];
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var Index_Buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
// Грузим шейдеры
var vertCode =
'attribute vec3 coordinates;' +
'void main(void) {' +
' gl_Position = vec4(coordinates, 1.0);' +
'}';
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
var fragCode =
'void main(void) {' +
' gl_FragColor = vec4(gl_FragCoord.xy/256.0, 0.0, 1.0);' +
'}';
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
// Биндинг модели
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coord);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0,0,canvas.width,canvas.height);
function draw() {
gl.drawElements(gl.TRIANGLE_FAN, indices.length, gl.UNSIGNED_SHORT,0);
}
setInterval(draw,1000.0/60.0);
</script>
</body>
</html>
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