WebGL 1.0. Applying a texture to a square
HTML
<canvas id="renderCanvas" width="250" height="250"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script>
CSS
#renderCanvas {
border: 5px solid #aaaaaa;
}
JavaScript
var vertexShaderSource =
`
attribute vec2 a_Position;
attribute vec2 a_TexCoord;
uniform mat4 u_ModelMatrix;
varying vec2 v_TexCoord;
void main()
{
gl_Position = u_ModelMatrix * vec4(a_Position, 0.0, 1.0);
v_TexCoord = a_TexCoord;
}`;
var fragmentShaderSource =
`
precision mediump float;
uniform sampler2D u_Sampler;
varying vec2 v_TexCoord;
void main()
{
gl_FragColor = texture2D(u_Sampler, v_TexCoord);
}`;
var gl = document.getElementById("renderCanvas").getContext("webgl");
var vShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vShader, vertexShaderSource);
gl.compileShader(vShader);
var fShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fShader, fragmentShaderSource);
gl.compileShader(fShader);
var program = gl.createProgram();
gl.attachShader(program, vShader);
gl.attachShader(program, fShader);
gl.linkProgram(program);
gl.useProgram(program);
var verticesAndTexCoords = new Float32Array([
-0.5, 0.5, 0.0, 1.0, // (x, y), (u, v)
-0.5, -0.5, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 1.0, 0.0
]);
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, verticesAndTexCoords, gl.STATIC_DRAW);
var FSIZE = verticesAndTexCoords.BYTES_PER_ELEMENT;
var a_Position = gl.getAttribLocation(program, "a_Position");
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 4 * FSIZE, 0);
gl.enableVertexAttribArray(a_Position);
var a_TexCoord = gl.getAttribLocation(program, "a_TexCoord");
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, 4 * FSIZE, 2 * FSIZE);
gl.enableVertexAttribArray(a_TexCoord);
var image = new Image();
image.onload = function ()
{
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.activeTexture(gl.TEXTURE0);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
...