JSFiddle - React, Tailwind, and code Playground
by Michal Vodicka
HTML
<script src="http://windkiller.g6.cz/webgl-libs/MV.js"></script>
<script src="http://windkiller.g6.cz/webgl-libs/webgl-utils.js"></script>
<script src="http://windkiller.g6.cz/webgl-libs/initShaders.js"></script>
<script id="vertex-shader" type="x-shader/x-vertex">
varying vec4 pos;
attribute vec4 vPosition;
void main() {
pos = vPosition;
gl_Position = vPosition;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 pos;
uniform vec2 middle;
uniform float r;
void main() {
float inside = pow(pos.r - middle.r, 2.0) + pow(pos.g - middle.g, 2.0);
if (inside < pow(r, 2.0)) {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
} else {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
}
</script>
<canvas id="gl-canvas" width="512" height="512">Oops ... your browser doesn't support the HTML5 canvas element</canvas>
JavaScript
var gl;
var vertexPositions;
window.onload = function init() {
var canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL isn't available");
}
// The Vertices
var DEG_TO_RAD = 0.0174532925;
var TRI_HEIGHT_MOD = 2;
var r = 0.3;
var middle = vec2(0.0, 0.0);
// build simple circle
function buildCircle(center, r) {
var points = [];
points.push(vec2((r * TRI_HEIGHT_MOD * Math.cos(0 * DEG_TO_RAD)) + center[0], (r * TRI_HEIGHT_MOD * Math.sin(0 * DEG_TO_RAD)) + center[1]));
points.push(vec2((r * TRI_HEIGHT_MOD * Math.cos(120 * DEG_TO_RAD)) + center[0], (r * TRI_HEIGHT_MOD * Math.sin(120 * DEG_TO_RAD) + center[1])));
points.push(vec2((r * TRI_HEIGHT_MOD * Math.cos(240 * DEG_TO_RAD)) + center[0], (r * TRI_HEIGHT_MOD * Math.sin(240 * DEG_TO_RAD)) + center[1]));
vertexPositions = points;
}
buildCircle(middle, r);
//
// Configure WebGL
//
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.3, 0.3, 0.3, 1.0);
// Load shaders and initialize attribute buffers
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);
// Load the data into the GPU
var bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertexPositions), gl.STATIC_DRAW);
// Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
program.middle = gl.getUniformLocation(program, "middle");
gl.uniform2f(program.middle, middle[0], middle[1]);
program.r = gl.getUniformLocation(program, "r");
gl.uniform1f(program.r, r);
render();
};
function render() {
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
...