Created
April 13, 2022 22:22
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<!doctype html> | |
<div id="root"></div> | |
<script> | |
/* | |
1. Create a WebGL context and add it to the root. | |
2. Draw a triangle in the WebGL context. | |
*/ | |
const canvas = document.createElement('canvas'); | |
const root = document.getElementById('root'); | |
root.appendChild(canvas); | |
canvas.width = window.innerWidth; | |
canvas.height = window.innerHeight; | |
const gl = canvas.getContext('webgl'); | |
const vertexShaderSource = ` | |
attribute vec4 a_position; | |
void main() { | |
gl_Position = a_position; | |
} | |
`; | |
const fragmentShaderSource = ` | |
precision mediump float; | |
void main() { | |
gl_FragColor = vec4(1, 0, 0.5, 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); | |
gl.useProgram(program); | |
const positionAttributeLocation = gl.getAttribLocation(program, 'a_position'); | |
const positionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); | |
const positions = [ | |
0, 0, | |
0, 0.5, | |
0.7, 0, | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); | |
gl.enableVertexAttribArray(positionAttributeLocation); | |
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
</script> |
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