WebGL Triangle
by soulwire
HTML
<!-- Vertex shader -->
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main() {
gl_Position = vPosition;
}
</script>
<!-- Fragment shader -->
<script id="shader-fs" type="x-shader/x-fragment">
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<!-- Canvas -->
<canvas id="canvas" width="500" height="500"></canvas>
CSS
html, body {
background: #f2f2f2;
}
#canvas {
background: #222;
}
JavaScript
var gl;
var shaderProgram;
var vertexBuffer;
var vertexAttrLoc;
var canvas = document.getElementById('canvas');
// Initialises WebGL context (if available)
function initGL(canvas) {
try {
gl = canvas.getContext('experimental-webgl');
gl.viewport(0, 0, canvas.width, canvas.height);
} catch(error) {}
}
// Loads and compiles shader code from the DOM
function loadShader(id) {
var src = document.getElementById(id);
if (!src) { return null; }
var str = "";
var k = src.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (src.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (src.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
// Initialises shaders and creates the shader program
function initShaders() {
var vertShader = loadShader('shader-vs');
var fragShader = loadShader('shader-fs');
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
vertexAttrLoc = gl.getAttribLocation(shaderProgram, "vPosition");
gl.useProgram(shaderProgram);
}
// Create shape buffers
function initBuffers() {
var vertices = [
-0.5, -0.5, 0.0,
0.0, 0.5, 0.0,
0.5, -0.5, 0.0
];
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new...