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WebGL in SVG via foreignObject
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<svg id="container" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 1000 1000" style="background: white;"> | |
<style> | |
text { | |
user-select: none; | |
-webkit-user-select: none; /* lol */ | |
} | |
</style> | |
<foreignObject x="0" y="0" width="100%" height="100%"> | |
<span xmlns="http://www.w3.org/1999/xhtml"> | |
<canvas id="output"></canvas> | |
</span> | |
</foreignObject> | |
<script> | |
const fO = document.querySelector('foreignObject'); | |
const canvas = fO.querySelector('#output'); | |
const gl = canvas.getContext('webgl'); | |
function resize() { | |
canvas.width = 1000;//window.innerWidth; | |
canvas.height = 1000;//window.innerHeight; | |
} | |
resize(); | |
var v = `attribute vec2 aVertexPosition; | |
void main() { | |
gl_Position = vec4(aVertexPosition, 0.0, 1.0); | |
}`; | |
var f = `#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform vec4 uColor; | |
#define PI 3.14159 | |
void main() { | |
float v = 0.0; | |
float u_k = .01; | |
vec2 c = gl_FragCoord.xy * u_k - u_k/2.0; | |
v += sin((c.x+uColor.b)); | |
v += sin((c.y+uColor.b)/2.0); | |
v += sin((c.x+c.y+uColor.b)/2.0); | |
c += u_k/2.0 * vec2(sin(uColor.b/3.0), cos(uColor.b/2.0)); | |
v += sin(sqrt(c.x*c.x+c.y*c.y+1.0)+uColor.b); | |
v = v/2.0; | |
vec3 col = vec3(1, sin(PI*v), cos(PI*v)); | |
gl_FragColor = vec4(col*.5 + .5, 1); | |
}`; | |
var vs = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(vs, v); | |
gl.compileShader(vs); | |
var fs = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(fs, f); | |
gl.compileShader(fs); | |
program = gl.createProgram(); | |
gl.attachShader(program, vs); | |
gl.attachShader(program, fs); | |
gl.linkProgram(program); | |
var aspect = canvas.width / canvas.height; | |
var vertices = new Float32Array([ | |
-0.6, 0.4*aspect, 0.6, 0.4*aspect, 0.6,-0.4*aspect, | |
-0.6, 0.4*aspect, 0.6,-0.4*aspect, -0.6,-0.4*aspect | |
]); | |
vbuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer); | |
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); | |
itemSize = 2; | |
numItems = vertices.length / itemSize; | |
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition"); | |
gl.enableVertexAttribArray(program.aVertexPosition); | |
gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0); | |
const output = document.querySelector('#output'); | |
gl.viewport(0, 0, canvas.width, canvas.height); | |
gl.clearColor(1, 1, 1, 1); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.useProgram(program); | |
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer); | |
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition"); | |
gl.enableVertexAttribArray(program.aVertexPosition); | |
gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0); | |
async function render() { | |
program.uColor = gl.getUniformLocation(program, "uColor"); | |
gl.uniform4fv(program.uColor, [0.0, 0.0, .001 * performance.now(), 1.0]); | |
gl.drawArrays(gl.TRIANGLES, 0, numItems); | |
requestAnimationFrame(render); | |
}; | |
render(); | |
</script> | |
</svg> |
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