JavaScript
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
var gl = canvas.getContext('webgl2');
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, window.innerWidth, window.innerHeight);
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, document.getElementById('vertexShader').text);
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, document.getElementById('fragmentShader').text);
gl.compileShader(fragmentShader);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
gl.detachShader(program,vertexShader);
gl.detachShader(program,fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
var uCube = gl.getUniformLocation(program, 'u_cube');
var uCamera = gl.getUniformLocation(program, 'u_camera');
var aPosition = gl.getAttribLocation(program, 'a_position');
var aColor = gl.getAttribLocation(program, 'a_color');
// СОЗДАЕМ БУФЕР ВЕРШИН
var vertices = [ -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, -1, 1, -1, -1, 1, 1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, 1, 1, 1, -1, -1, 1, 1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, 1, 1, -1, 1, -1, 1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, 1, 1, 1, -1, 1, 1, 1, -1 ];
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// СОЗДАЕМ БУФЕР ЦВЕТОВ
var colors = [ 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5, 1, 0.5, 0.5,...