JSFiddle - React, Tailwind, and code Playground
HTML
<button id="stop">Stop/start</button>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
uniform vec2 u_resolution;
uniform float u_flipY;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, u_flipY), 0, 1);
v_texCoord = a_texCoord;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
void main() {
// Look up a color from the texture.
vec4 color = texture2D(u_image, v_texCoord);
if (color.a < 1.0) {
color.a -= 0.01;
}
gl_FragColor = color;
}
</script>
<script id="fbo-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_image, v_texCoord);
// if (color.r > 0.1) color.a = 0.01;
color.a = 1.0 - color.r;
gl_FragColor = color;
}
</script>
JavaScript
// custom fn
function createShaderFromScriptElement(gl, scriptId) {
var shaderSource = "",
shaderType;
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw ("*** Error: unknown script element" + scriptId);
}
shaderSource = shaderScript.text;
if (shaderScript.type == "x-shader/x-vertex") {
shaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
shaderType = gl.FRAGMENT_SHADER;
} else if (shaderType != gl.VERTEX_SHADER && shaderType != gl.FRAGMENT_SHADER) {
throw ("*** Error: unknown shader type");
return null;
}
var shader = gl.createShader(shaderType);
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var lastError = gl.getShaderInfoLog(shader);
errFn("*** Error compiling shader '" + shader + "':" + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl, shaders) {
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, shaders[0]);
gl.attachShader(shaderProgram, shaders[1]);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
// HINT dont use program here
return shaderProgram;
}
// origin source code
var sketch;
function init() {
sketch = new Sketch();
document.body.appendChild(sketch);
sketch.width = window.innerWidth;
sketch.height = window.innerHeight;
loop();
}
function loop() {
requestAnimationFrame(loop);
sketch.draw();
}
var Sketch = function () {
var _canvas =...