Created
August 2, 2013 06:39
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function initGL() { | |
var canvas = document.getElementById("canvas"); | |
canvas.width = 320; | |
canvas.height = 480; | |
gl = canvas.getContext('experimental-webgl'); | |
gl.disable(gl.DEPTH_TEST); | |
gl.clearColor(0.5, 0.5, 0.5, 1.0); | |
var vs = "attribute vec2 a_position;"; | |
vs += "uniform vec2 u_resolution;"; | |
vs += "void main() { gl_Position = vec4(a_position * 2.0 / u_resolution - 1.0, 0, 1); }"; | |
var fs = "precision mediump float;"; | |
fs += "void main() { gl_FragColor = vec4(0.5, 0.6, 1.0, 1.0); }"; | |
var vertShader = makeShader(gl.VERTEX_SHADER, "vertex", vs); | |
var fragShader = makeShader(gl.FRAGMENT_SHADER, "fragment", fs); | |
var shaderProg = gl.createProgram(); | |
gl.attachShader(shaderProg, vertShader); | |
gl.attachShader(shaderProg, fragShader); | |
gl.linkProgram(shaderProg); | |
if (!gl.getProgramParameter(shaderProg, gl.LINK_STATUS)) { | |
console.log("Unable to initialize the shader program."); | |
} | |
gl.useProgram(shaderProg); | |
aPosition = gl.getAttribLocation(shaderProg, "a_position"); | |
var uResolution = gl.getUniformLocation(shaderProg, "u_resolution"); | |
//var aColor = gl.getAttribLocation(shaderProgram, "a_color"); | |
gl.uniform2f(uResolution, canvas.width, canvas.height); | |
gl.enableVertexAttribArray(aPosition); | |
//gl.enableVertexAttribArray(aColor); | |
vertBuffer = gl.createBuffer(); | |
verts = new Float32Array(6); | |
} | |
function makeShader(shaderType, name, source) { | |
var shader = gl.createShader(shaderType); | |
gl.shaderSource(shader, source); | |
gl.compileShader(shader); | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
console.log('error compiling shader ' + name); | |
return null; | |
} | |
return shader; | |
} | |
function loop(_) { | |
t += 30; | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
var y = 100 * t/1000.0; | |
verts[0] = 50; verts[1] = y; | |
verts[2] = 100; verts[3] = y; | |
verts[4] = 100; verts[5] = y + 50; | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STREAM_DRAW); | |
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
} | |
window.onload = function(e) { | |
initGL(); | |
t = 0; | |
setInterval(loop, 30); | |
} |
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