JavaScript
var Projects = [
{ center : [ -110, 60],
size : [100, 18],
color : [0, 0, 1]
},
{ center : [ 10, 25],
size : [70, 70],
color : [1, 0, 0]
},
{ center : [ 110, 50],
size : [100, 25],
color : [1, 1, 0]
},
{ center : [ 100, 0],
size : [50, 50],
color : [0, 1, 0]
},
{ center : [-160, -15],
size : [20, 120],
color : [0, 1, 1]
} ,
{ center : [-90, -5],
size : [80, 40],
color : [1, 0, 1]
},
{ center : [ 0, -60],
size : [230, 25],
color : [0.3, 0.8, 0.1]
}
];
var canvas = document.getElementById("Render");
var gl = canvas.getContext("webgl");
gl.disable( gl.CULL_FACE );
gl.clearColor(0.0, 0.0, 0.0, 1.0);
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, document.getElementById('vertexshader').textContent);
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, document.getElementById('fragmentshader').textContent);
gl.compileShader(fragmentShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
// activation des shaders
gl.useProgram(shaderProgram);
shaderProgram.vertexAttribute = gl.getAttribLocation(shaderProgram, "vertex");
gl.enableVertexAttribArray(shaderProgram.vertexAttribute);
shaderProgram.centerUniform = gl.getUniformLocation(shaderProgram, "center");
shaderProgram.sizeUniform = gl.getUniformLocation(shaderProgram, "size");
shaderProgram.colorUniform = gl.getUniformLocation(shaderProgram, "color");
var QuadVertexBuffer = new Float32Array(
[ // x y
-1.0, -1.0, //sommet bas gauche
-1.0, 1.0, //sommet haut gauche
1.0, -1.0, //sommet bas droit
1.0, 1.0 //sommet haut droit
]);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, QuadVertexBuffer,...