Created
May 5, 2020 07:18
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100% Native Javascript WebGL
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<!DOCTYPE HTML> | |
<html lang="en"> | |
<head> | |
<meta charset="utf-8"> | |
<script id="vshader" type="VERTEX_SHADER"> | |
uniform mat4 position; | |
uniform mat4 camera; | |
attribute vec3 aVertexPosition; | |
void main() { | |
gl_Position = position * camera * vec4(aVertexPosition, 0.9); | |
} | |
</script> | |
<script id="fshader" type="FRAGMENT_SHADER"> | |
precision mediump float; | |
void main() { | |
gl_FragColor = vec4(1.0, 0.8, 1.0, 1.0); | |
} | |
</script> | |
<script type="text/javascript"> | |
function loadShader(shaderScript, gl) { | |
var source = document.scripts[shaderScript].text; | |
var type = document.scripts[shaderScript].type; | |
type = gl[type]; | |
var shader = gl.createShader(type); | |
gl.shaderSource(shader, source); | |
gl.compileShader(shader); | |
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
console.log("Error 2" + gl.getShaderInfoLog(shader)); | |
gl.deleteShader(shader); | |
return null; | |
} | |
return shader; | |
} | |
function loop(age) { | |
gl.clearColor(1.0, 1.0, 1.0, 1.0); | |
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
j = 30*Math.sin(age/500); | |
var camera = new Float32Array([ | |
1.0,0.0,0.0,0.0, | |
0.0,1.0,0.0,0.0, | |
0.0,0.0,1.0,0.0, | |
0.0,0.0,0.0,1.0]); | |
uniform(gl,"camera",camera); | |
for (var k=0;k<2;k++) { | |
var vertices = [ | |
0.2, 0.2, 0.0, | |
-0.2, 0.2, 0.0, | |
0.2, -0.2, 0.0, | |
0.2, -0.2, 0.0, | |
-0.2, 0.2, 0.0, | |
-0.2, -0.2, 0.0 | |
]; | |
var position = new Float32Array([ | |
1.0,0.0,0.0,0.0, | |
0.0,1.0,0.0,0.0, | |
0.0,0.0,1.0,0.0, | |
(j+k*50)/100,(k==1?(j+k*50)/100:0),0.0,1.0]); | |
uniform(gl,"position",position); | |
var vertexPositionAttribute = gl.getAttribLocation(gl.program, "aVertexPosition"); | |
var vertexBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
gl.enableVertexAttribArray(vertexPositionAttribute); | |
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLES, 0, vertices.length/3); | |
} | |
window.requestAnimationFrame(loop); | |
} | |
function uniform(gl,n,v) { | |
if (gl && n && v) gl.uniformMatrix4fv(gl.getUniformLocation(gl.program, n),false, v); | |
} | |
window.onload = function() { | |
gl = canvas.getContext("webgl"); | |
gl.viewportWidth = canvas.width; | |
gl.viewportHeight = canvas.height; | |
gl.program = gl.createProgram(); | |
gl.attachShader(gl.program, loadShader("vshader",gl)); | |
gl.attachShader(gl.program, loadShader("fshader",gl)); | |
gl.linkProgram(gl.program); | |
if(!gl.getProgramParameter(gl.program, gl.LINK_STATUS)) console.log("Error 1"); | |
gl.useProgram(gl.program); | |
loop(); | |
} | |
</script> | |
</head> | |
<body> | |
<canvas id = "canvas" width = "500" height = "500"></canvas> | |
</body> | |
</html> |
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