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WEBGL COMPUTE SHADER SETUP
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<!DOCTYPE html> | |
<html> | |
<canvas id="c" width="128" height="128"></canvas> | |
<script src="glutil.js"></script> | |
<script id="vshader" type="text/plain"> | |
attribute vec2 vtxpos; | |
varying vec2 texpos; | |
void main() { | |
texpos = (vtxpos / 2.) + vec2(0.5, 0.5); | |
gl_Position = vec4(vtxpos, 0, 1); | |
} | |
</script> | |
<script id="fshader" type="text/plain"> | |
precision mediump float; | |
varying vec2 texpos; | |
uniform sampler2D tex0; | |
void main() { | |
//vec4 tcol = texture2D(tex0, vec2(1. / PIXELS_WIDE, 0. / PIXELS_TALL)); | |
vec4 tcol = vec4(0, 0, 0, 0); | |
for (float x = 0.0; x < PIXELS_WIDE; x++) { | |
for (float y = 0.0; y < PIXELS_TALL; y++) { | |
tcol += texture2D(tex0, vec2(x / PIXELS_WIDE, y / PIXELS_TALL)); | |
} | |
} | |
tcol /= 100.; | |
gl_FragColor = tcol; | |
} | |
</script> | |
<script> | |
var c = document.getElementById('c'); | |
var vs = document.getElementById('vshader').textContent; | |
var fs = document.getElementById('fshader').textContent.split('PIXELS_WIDE').join(c.width + '.').split('PIXELS_TALL').join(c.height + '.'); | |
var gl = c.getContext('experimental-webgl'); | |
var program = createProgram(vs, fs); | |
prepScreenQuad(); | |
gl.useProgram(program); | |
gl.enableVertexAttribArray(program.vertexPosArray); | |
gl.vertexAttribPointer(program.vtxpos, 2, gl.FLOAT, false, 0, 0); | |
program.vtxpos = gl.getAttribLocation(program, 'vtxpos'); | |
program.sampler = [gl.getUniformLocation(program, 'tex0')]; | |
program.tex = [gl.createTexture()]; | |
program.texbuff = [new Uint8Array(4 * c.width * c.height)]; | |
var pxlbuff = new Uint8Array(4 * c.width * c.height); | |
for (var i = 0; i < program.texbuff[0].length; i++) { | |
program.texbuff[0][i] = 1; | |
} | |
//program.texbuff[0][0] = 100; | |
function blit () { | |
//requestAnimationFrame(blit); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D, program.tex[0]); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, c.width, c.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, program.texbuff[0]); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.uniform1i(program.sampler[0], 0); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
gl.readPixels(0, 0, c.width, c.height, gl.RGBA, gl.UNSIGNED_BYTE, pxlbuff); | |
console.log(pxlbuff[0] + ', ' + pxlbuff[1] + ', ' + pxlbuff[2] + ', ' + pxlbuff[3]); | |
}; | |
blit(); | |
</script> | |
</html> |
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window.onerror = function (msg, url, lineno) { | |
alert(url + '(' + lineno + '): ' + msg); | |
} | |
function createShader (str, type) { | |
var shader = gl.createShader(type); | |
gl.shaderSource(shader, str); | |
gl.compileShader(shader); | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) | |
throw gl.getShaderInfoLog(shader); | |
return shader; | |
} | |
function createProgram (vstr, fstr) { | |
var program = gl.createProgram(); | |
var vshader = createShader(vstr, gl.VERTEX_SHADER); | |
var fshader = createShader(fstr, gl.FRAGMENT_SHADER); | |
gl.attachShader(program, vshader); | |
gl.attachShader(program, fshader); | |
gl.linkProgram(program); | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) | |
throw gl.getProgramInfoLog(program); | |
return program; | |
} | |
function screenQuad () { | |
var vertexPosBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer); | |
var vertices = [-1, -1, 1, -1, -1, 1, 1, 1]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
vertexPosBuffer.itemSize = 2; | |
vertexPosBuffer.numItems = 4; | |
/* | |
2___3 | |
|\ | | |
| \ | | |
|__\| | |
0 1 | |
*/ | |
return vertexPosBuffer; | |
} | |
function linkProgram (program) { | |
var vshader = createShader(program.vshaderSource, gl.VERTEX_SHADER); | |
var fshader = createShader(program.fshaderSource, gl.FRAGMENT_SHADER); | |
gl.attachShader(program, vshader); | |
gl.attachShader(program, fshader); | |
gl.linkProgram(program); | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { | |
throw gl.getProgramInfoLog(program); | |
} | |
} | |
function loadFile (file, callback, noCache, isJson) { | |
var request = new XMLHttpRequest(); | |
request.onreadystatechange = function() { | |
if (request.readyState == 1) { | |
if (isJson) | |
request.overrideMimeType('application/json'); | |
request.send(); | |
} else if (request.readyState == 4) { | |
if (request.status == 200) | |
callback(request.responseText); | |
else if (request.status == 404) | |
throw 'File "' + file + '" does not exist.'; | |
else | |
throw 'XHR error ' + request.status + '.'; | |
} | |
}; | |
var url = file; | |
if (noCache) | |
url += '?' + (new Date()).getTime(); | |
request.open('GET', url, true); | |
} | |
function loadProgram (vs, fs, callback) { | |
var program = gl.createProgram(); | |
function vshaderLoaded(str) { | |
program.vshaderSource = str; | |
if (program.fshaderSource) { | |
linkProgram(program); | |
callback(program); | |
} | |
} | |
function fshaderLoaded (str) { | |
program.fshaderSource = str; | |
if (program.vshaderSource) { | |
linkProgram(program); | |
callback(program); | |
} | |
} | |
loadFile(vs, vshaderLoaded, true); | |
loadFile(fs, fshaderLoaded, true); | |
return program; | |
} | |
(function() { | |
var lastTime = 0; | |
var vendors = ['ms', 'moz', 'webkit', 'o']; | |
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { | |
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; | |
window.cancelRequestAnimationFrame = window[vendors[x] + 'CancelRequestAnimationFrame']; | |
} | |
if (!window.requestAnimationFrame) | |
window.requestAnimationFrame = function (callback, element) { | |
var currTime = new Date().getTime(); | |
var timeToCall = Math.max(0, 16 - (currTime - lastTime)); | |
var id = window.setTimeout(function() { callback(currTime + timeToCall); }, timeToCall); | |
lastTime = currTime + timeToCall; | |
return id; | |
}; | |
if (!window.cancelAnimationFrame) | |
window.cancelAnimationFrame = function (id) { | |
clearTimeout(id); | |
}; | |
}()) | |
function prepScreenQuad () { | |
var vertexPosBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer); | |
var vertices = [-1, -1, 1, -1, -1, 1, 1, 1]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
vertexPosBuffer.itemSize = 2; | |
vertexPosBuffer.numItems = 4; | |
/* | |
2 ___ 3 | |
|\ | | |
| \ | | |
0|__\|1 | |
*/ | |
return vertexPosBuffer; | |
} |
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