<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script id="vshader" type="whatever">
attribute vec4 a_position;
varying vec2 v_texcoord;
void main() {
gl_Position = a_position;
// assuming a unit quad for position we
// can just use that for texcoords. Flip Y though so we get the top at 0
v_texcoord = a_position.xy * vec2(0.5, -0.5) + 0.5;
}
</script>
<script id="fshader" type="whatever">
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_image;
uniform sampler2D u_palette;
void main() {
float index = texture2D(u_image, v_texcoord).a;
gl_FragColor = texture2D(u_palette, vec2(index, 0.5));
}
</script>
<canvas id="c" width="256" height="256"></canvas>
CSS
canvas { border: 1px solid black; }
JavaScript
var canvas = document.getElementById("c");
var gl = getWebGLContext(canvas);
if (!gl) {
alert("no WebGL");
return;
}
// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = createProgramFromScripts(
gl,
["vshader", "fshader"],
["a_position", "a_textureIndex"]);
gl.useProgram(program);
var imageLoc = gl.getUniformLocation(program, "u_image");
var paletteLoc = gl.getUniformLocation(program, "u_palette");
// tell it to use texture units 0 and 1 for the image and palette
gl.uniform1i(imageLoc, 0);
gl.uniform1i(paletteLoc, 1);
// Setup a unit quad
var positions = [
1, 1,
-1, 1,
-1, -1,
1, 1,
-1, -1,
1, -1,
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
// Setup a palette.
var palette = new Uint8Array(256 * 4);
// I'm lazy so just setting 4 colors in palette
function setPalette(index, r, g, b, a) {
palette[index * 4 + 0] = r;
palette[index * 4 + 1] = g;
palette[index * 4 + 2] = b;
palette[index * 4 + 3] = a;
}
setPalette(1, 255, 0, 0, 255); // red
setPalette(2, 0, 255, 0, 255); // green
setPalette(3, 0, 0, 255, 255); // blue
// make palette texture and upload palette
gl.activeTexture(gl.TEXTURE1);
var paletteTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, paletteTex);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 256, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, palette);
// Make image. Just going to make something 8x8
var width = 8;
var height...
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