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WebGLExample02.htm
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<!DOCTYPE html>
<html>
<head>
<title>WebGL Example</title>
</head>
<body>
<canvas id="drawing" width="200" height="200">Your browser doesn't suppor the canvas tag.</canvas>
<script type="x-webgl/x-shader" id="vertex-shader">
attribute vec2 aVertexPosition;
void main() {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
</script>
<script type="x-webgl/x-shader" id="fragment-shader">
uniform vec4 uColor;
void main() {
gl_FragColor = uColor;
}
</script>
<script>
window.onload = function(){
var drawing = document.getElementById("drawing"),
gl, program, vertexShader, fragmentShader, node;
if (drawing.getContext){
gl = drawing.getContext("experimental-webgl");
if (gl){
gl.viewport(0, drawing.height, drawing.width, drawing.height);
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
//create the vertex shader
node = document.getElementById("vertex-shader");
vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, node.text);
gl.compileShader(vertexShader);
//create the fragment shader
node = document.getElementById("fragment-shader");
fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, node.text);
gl.compileShader(fragmentShader);
//create the shader program
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
//debugging
if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)){
console.log(gl.getShaderInfoLog(vertexShader));
}
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)){
console.log(gl.getShaderInfoLog(fragmentShader));
}
if(!gl.getProgramParameter(program, gl.LINK_STATUS)){
console.log(gl.getProgramInfoLog(program));
}
//define three vertices, x and y for each
var vertices = new Float32Array([ 0, 1, 1, -1, -1, -1 ]),
buffer = gl.createBuffer(),
vertexSetSize = 2,
vertexSetCount = vertices.length/vertexSetSize,
uColor, aVertexPosition;
//put data into the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
//pass color to fragment shader
uColor = gl.getUniformLocation(program, "uColor");
gl.uniform4fv(uColor, [ 0, 0, 0, 1 ]);
//pass vertex information to shader
aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(aVertexPosition);
gl.vertexAttribPointer(aVertexPosition, vertexSetSize, gl.FLOAT, false, 0, 0);
//draw the triangle
gl.drawArrays(gl.TRIANGLES, 0, vertexSetCount);
} else {
alert("Your browser doesn't support WebGL");
}
}
};
</script>
</body>
</html>