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@spite
Last active November 5, 2021 02:01
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Base to make WebGL interactive shaders
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>WebGL NFT</title>
<meta
name="viewport"
content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
/>
<meta property="og:image" content="thumbnail.png" />
<style>
* {
box-sizing: border-box;
padding: 0;
margin: 0;
}
body {
touch-action: none;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="output"></canvas>
</body>
<!-- Probably good to insert a license for your NFT if you wish to. e.g. a CC license. -->
<script>
const canvas = document.querySelector("#output");
const gl = canvas.getContext("webgl");
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resize();
window.addEventListener("resize", resize);
const mouse = { x: 0, y: 0 };
document.body.addEventListener("pointermove", function (e) {
mouse.x = e.pageX;
mouse.y = e.pageY;
});
const vertexShaderSource = `attribute vec2 aVertexPosition;
void main() {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}`;
var fragmentShaderSource = `#ifdef GL_ES
precision highp float;
#endif
uniform vec4 uColor;
uniform float uTime;
uniform vec2 uPosition;
#define PI 3.14159
void main() {
float v = uTime +uPosition.x / 100.;
float k = .01;
vec2 c = gl_FragCoord.xy * k - k/2.0;
v += sin(c.x+uTime);
v += sin((c.y+uTime)/2.0);
v += sin((c.x+c.y+uTime)/2.0);
c += k/2.0 * vec2(sin(uTime/3.0), cos(uTime/2.0));
v += sin(sqrt(c.x*c.x+c.y*c.y+1.0)+uTime+uPosition.y/100.);
v = v/2.0;
vec3 col = vec3(1, .5 + .5 * sin(PI*v), .5 + .5 * cos(PI*v));
gl_FragColor = vec4(col, 1);
}`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const vertices = new Float32Array([
-1,
1,
1,
1,
1,
-1,
-1,
1,
1,
-1,
-1,
-1,
]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const itemSize = 2;
const numItems = vertices.length / itemSize;
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(
program.aVertexPosition,
itemSize,
gl.FLOAT,
false,
0,
0
);
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(
program.aVertexPosition,
itemSize,
gl.FLOAT,
false,
0,
0
);
function render() {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
program.uColor = gl.getUniformLocation(program, "uColor");
gl.uniform4fv(program.uColor, [0.0, 0.0, 0.0, 1.0]);
program.uPosition = gl.getUniformLocation(program, "uPosition");
gl.uniform2fv(program.uPosition, [mouse.x, mouse.y]);
program.uTime = gl.getUniformLocation(program, "uTime");
gl.uniform1f(program.uTime, 0.001 * performance.now());
gl.drawArrays(gl.TRIANGLES, 0, numItems);
requestAnimationFrame(render);
}
render();
</script>
</html>
@andrevenancio
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duplicate aVertexPosition.

@andrevenancio
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Also, would be nice to expand on this gist to include image loading? https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL

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