JSFiddle - React, Tailwind, and code Playground

by Subhasish2015

HTML

<script>
/*
 * Copyright 2012, Gregg Tavares.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Gregg Tavares. nor the names of his
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
"use strict";

(function (root, factory) {
  if (typeof define === 'function' && define.amd) {
    // AMD. Register as an anonymous module.
    define([], factory);
  } else {
    // Browser globals
    var lib = factory.call(root);
    Object.keys(lib).forEach(function(key) {
      root[key] = lib[key];
    });
  }
}(this, function () {

  var topWindow = this;

  /** @module webgl-utils */

  /**
   * Wrapped...

JavaScript

window.onload = main;
			
			function main() {
				var canvas = document.getElementById('canvas');
				var gl = getWebGLContext(canvas);
				if(!gl) {
					return;
				}
				//Setup GLSL
				var program = createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
				gl.useProgram(program);
				
				//Look up where the vertex data needs to go
				var positionLocation = gl.getAttribLocation(program, 'a_position');
				
				//create a buffer and put a single CLIPSPACE rectangle in it.
				var buffer = gl.createBuffer();
				gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
				gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.1, -0.1,
															     0.1,  0.1,
															     -0.1,  0.1]), gl.STATIC_DRAW);
				gl.enableVertexAttribArray(positionLocation);
				gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
				
				//draw
				gl.drawArrays(gl.TRIANGLES, 0, 3);
				
			}