WebGL 1.0. Pass vertex colors to a shader program using VBO
by Ivan Enzhaev
HTML
<canvas id="renderCanvas" width="250" height="250"></canvas>
CSS
#renderCanvas {
border: 1px solid #aaaafa;
}
JavaScript
var vertexShaderSource =
`
attribute vec2 a_Position;
attribute vec3 a_Color;
varying vec3 v_Color;
void main()
{
gl_Position = vec4(a_Position, 0.0, 1.0);
gl_PointSize = 10.0;
v_Color = a_Color;
}`;
var fragmentShaderSource =
`precision mediump float;
varying vec3 v_Color;
void main()
{
gl_FragColor = vec4(v_Color, 1.0);
}`;
var gl = document.getElementById("renderCanvas").getContext("webgl");
var vShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vShader, vertexShaderSource);
gl.compileShader(vShader);
var fShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fShader, fragmentShaderSource);
gl.compileShader(fShader);
var program = gl.createProgram();
gl.attachShader(program, vShader);
gl.attachShader(program, fShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.clearColor(0.9, 0.9, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var verticesAndColors = new Float32Array([
0.0, 0.7, // Coordinate
1.0, 0.0, 0.0, // Color
-0.7, -0.7,
0.0, 1.0, 0.0,
0.7, -0.7,
0.0, 0.0, 1.0
]);
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, verticesAndColors, gl.STATIC_DRAW);
var FSIZE = verticesAndColors.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(program, "a_Position");
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 5, 0);
gl.enableVertexAttribArray(a_Position);
var a_Color = gl.getAttribLocation(program, "a_Color");
gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, FSIZE * 5, FSIZE * 2);
gl.enableVertexAttribArray(a_Color);
gl.drawArrays(gl.TRIANGLES, 0, 3);