ch05/MultiAttributeColor
This is an example from the book "WebGL Programming Guide" by Kouichi Matsuda and Rodger Lea
by Ivan Enzhaev
HTML
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script type="x-shader/x-vertex" id="VertexShader">
attribute vec4 a_Position;
attribute vec4 a_Color;
varying vec4 v_Color; // varying variable
void main()
{
gl_Position = a_Position;
gl_PointSize = 10.0;
v_Color = a_Color; // Pass the data to the fragment shader
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
precision mediump float; // Precision qualifier (See Chapter 6)
varying vec4 v_Color; // Receive the data from the vertex shader
void main()
{
gl_FragColor = v_Color;
}
</script>
<script src="https://dl.dropboxusercontent.com/s/ylw7v7a44xtrwv0/webgl-utils.js"></script>
<script src="https://dl.dropboxusercontent.com/s/iz1n21c8xafd76n/webgl-debug.js"></script>
<script src="https://dl.dropboxusercontent.com/s/subm1yzylxuao8v/cuon-utils.js"></script>
JavaScript
// MultiAttributeColor.js (c) 2012 matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
main();
//window.onload = main;
function main()
{
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl)
{
console.log('Failed to get the rendering context for WebGL');
return;
}
// Get shader elements
var vShaderElement = document.getElementById("VertexShader");
var fShaderElement = document.getElementById("FragmentShader");
if (vShaderElement == null)
{
console.log("Failed to get the vertex shader element");
return;
}
if (fShaderElement == null)
{
console.log("Failed to get the fragment shader element");
return;
}
// Get shader sources
var vShaderSource = vShaderElement.firstChild.textContent;
var fShaderSource = fShaderElement.firstChild.textContent;
// Initialize shaders
if (!initShaders(gl, vShaderSource, fShaderSource))
{
console.log('Failed to intialize shaders');
return;
}
// Set the vertex information
var n = initVertexBuffers(gl);
if (n < 0)
{
console.log('Failed to set the vertex information');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Clear <canvas>
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw three points
gl.drawArrays(gl.POINTS, 0, n);
}
function initVertexBuffers(gl)
{
var verticesColors = new Float32Array([
// Vertex coordinates and color
0.0, 0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, 0.0, 1.0, 0.0,
0.5, -0.5, 0.0, 0.0, 1.0,
]);
var n = 3; // The number of vertices
// Create a buffer object
var vertexColorBuffer = gl.createBuffer();
if (!vertexColorBuffer)
{
console.log('Failed to create...