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@shallaa
Created October 22, 2014 13:10
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<!DOCTYPE html>
<html lang="ko">
<head>
<title>Hello Triangle</title>
<meta name="keywords" content="shallaa, webgl, bsjs"/>
<meta name="description" content="shallaa, webgl, bsjs"/>
<meta charset="utf-8"/>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<meta name="format-detection" content="telephone=no"/>
<meta name="apple-mobile-web-app-capable" content="yes"/>
<meta name="apple-mobile-web-app-status-bar-style" content="black"/>
<style>body { margin: 0; padding: 0; }</style>
</head>
<body>
<canvas id="canvas" width="500" height="500"></canvas>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
void main(void) {
gl_Position = vec4(aVertexPosition, 1.0);
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
</script>
<script>
(function(){
var canvas = document.getElementById('canvas'),
keys = ['webgl', 'experimental-webgl', 'webkit-3d', 'moz-webgl'],
i = keys.length, gl, buffer,
vertices = [
0.0, 0.5, 0.0, // x, y, z
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0
],
createBuffer = function(){
buffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
},
createShader = function(){
var vs_source = document.getElementById('shader-vs').innerHTML,
fs_source = document.getElementById('shader-fs').innerHTML,
vertexShader, fragmentShader, program;
vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource( vertexShader, vs_source );
gl.compileShader(vertexShader);
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource( fragmentShader, fs_source );
gl.compileShader(fragmentShader);
program = gl.createProgram();
gl.attachShader( program, vertexShader );
gl.attachShader( program, fragmentShader );
gl.linkProgram(program);
gl.useProgram(program);
program.vertexPositionAttribute = gl.getAttribLocation( program, 'aVertexPosition' );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
gl.vertexAttribPointer( program.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray(program.vertexPositionAttribute);
},
drawScene = function(){
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
while( i-- ) if( gl = canvas.getContext(keys[i]) ) break;
if( gl ){
gl.clearColor(0.0, 0.4, 0.8, 1.0);
createBuffer();
createShader();
drawScene();
}
})();
</script>
</body>
</html>
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