Create GlSl Circle with animated wave

by yiiBoy

HTML

<!--
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"></script>
-->
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>

<canvas id="canvas" width="640" height="480"></canvas>

JavaScript

function createShader(gl, type, source) {
          const shader = gl.createShader(type);
          gl.shaderSource(shader, source);
          gl.compileShader(shader);

          if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
          }

          return shader;
        }        

        function createProgram(gl, vertexShader, fragmentShader) {
            const program = gl.createProgram();
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            gl.linkProgram(program);

            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                console.error('Program linking error:', gl.getProgramInfoLog(program));
                gl.deleteProgram(program);
                return null;
            }

            return program;
        }
        
function createCircle(gl, radius, segments) {
    const vertices = [];
    const indices = [];

    vertices.push(0, 0, 0); // Center vertex

    for (let i = 0; i <= segments; i++) {
        const theta = i * 2 * Math.PI / segments;
        const x = radius * Math.cos(theta);
        const y = radius * Math.sin(theta);
        vertices.push(x, y, 0);
    }

    for (let i = 1; i <= segments; i++) {
        indices.push(0, i, i + 1);
    }

    return { vertices, indices };
}

        
        function createBuffer(gl, target, data, usage) {
            const buffer = gl.createBuffer();
            gl.bindBuffer(target, buffer);
            gl.bufferData(target, data, usage);
            gl.bindBuffer(target, null);
            return buffer;
        }


function createShaderProgram(gl) {
  // Create the vertex shader
  const vertexShaderSource = `
    attribute vec3 a_position;

    uniform mat4 u_modelViewMatrix;
    uniform mat4 u_projectionMatrix;

    varying vec3 v_position;

    void...