Created
November 22, 2017 20:23
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WebGL 1.0 Simple Boilerplate
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let canvas, gl; | |
let lastTime = 0; | |
const vShaderSource = ` | |
precision mediump float; | |
attribute vec2 vtxPosition; | |
void main() | |
{ | |
gl_Position = vec4(vtxPosition, 0.0, 1.0); | |
} | |
`; | |
const fShaderSource = ` | |
precision mediump float; | |
uniform vec2 uResolution; | |
void main() | |
{ | |
vec2 uv = gl_FragCoord.xy / uResolution; | |
if (length(uv - 0.5) > 0.25) discard; | |
gl_FragColor = vec4(uv, 0.0, 1.0); | |
} | |
`; | |
function step(time) | |
{ | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
requestAnimationFrame(step); | |
} | |
window.onload = function () | |
{ | |
canvas = document.getElementById('canvas'); | |
gl = canvas.getContext('webgl'); | |
let program = gl.createProgram(); | |
let vs = gl.createShader(gl.VERTEX_SHADER); | |
let fs = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(vs, vShaderSource); | |
gl.shaderSource(fs, fShaderSource); | |
gl.compileShader(vs); | |
gl.compileShader(fs); | |
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) | |
{ | |
console.error('Vertex Shader Error:\n', gl.getShaderInfoLog(vs)); | |
return; | |
} | |
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) | |
{ | |
console.error('Fragment Shader Error:\n', gl.getShaderInfoLog(fs)); | |
return; | |
} | |
gl.attachShader(program, vs); | |
gl.attachShader(program, fs); | |
gl.linkProgram(program); | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) | |
{ | |
console.error('Program Link Error:\n', gl.getProgramInfoLog(program)); | |
return; | |
} | |
gl.useProgram(program); | |
let vbo = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER,vbo); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
-1, +1, | |
-1, -7, | |
+7, +7 | |
]), gl.STATIC_DRAW); | |
gl.bindAttribLocation(program, 'vtxPosition', 0); | |
gl.enableVertexAttribArray(0); | |
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 8, 0); | |
gl.uniform2f(gl.getUniformLocation(program, 'uResolution'), canvas.width, canvas.height); | |
gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
step(0); | |
}; |
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