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@mbostock
Last active February 9, 2016 02:06
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Hello WebGL II
license: gpl-3.0
<!DOCTYPE html>
<meta charset="utf-8">
<canvas width="960" height="500"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec4 a_color;
varying lowp vec4 v_color;
void main(void) {
gl_Position = vec4(a_position, 0.0, 1.0);
v_color = a_color;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
varying lowp vec4 v_color;
void main(void) {
gl_FragColor = v_color;
}
</script>
<script>
// Select the canvas from the document.
var canvas = document.querySelector("canvas");
// Create the WebGL context, with fallback for experimental support.
var context = canvas.getContext("webgl")
|| canvas.getContext("experimental-webgl");
// Compile the vertex shader.
var vertexShader = context.createShader(context.VERTEX_SHADER);
context.shaderSource(vertexShader, document.querySelector("#vertex-shader").textContent);
context.compileShader(vertexShader);
if (!context.getShaderParameter(vertexShader, context.COMPILE_STATUS)) throw new Error(context.getShaderInfoLog(vertexShader));
// Compile the fragment shader.
var fragmentShader = context.createShader(context.FRAGMENT_SHADER);
context.shaderSource(fragmentShader, document.querySelector("#fragment-shader").textContent);
context.compileShader(fragmentShader);
if (!context.getShaderParameter(fragmentShader, context.COMPILE_STATUS)) throw new Error(context.getShaderInfoLog(fragmentShader));
// Link and use the program.
var program = context.createProgram();
context.attachShader(program, vertexShader);
context.attachShader(program, fragmentShader);
context.linkProgram(program);
if (!context.getProgramParameter(program, context.LINK_STATUS)) throw new Error(context.getProgramInfoLog(program));
context.useProgram(program);
// Define the positions (as vec2) of the square that covers the canvas.
var positionBuffer = context.createBuffer();
context.bindBuffer(context.ARRAY_BUFFER, positionBuffer);
context.bufferData(context.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
+1.0, -1.0,
+1.0, +1.0,
-1.0, +1.0
]), context.STATIC_DRAW);
// Bind the position buffer to the position attribute.
var positionAttribute = context.getAttribLocation(program, "a_position");
context.enableVertexAttribArray(positionAttribute);
context.vertexAttribPointer(positionAttribute, 2, context.FLOAT, false, 0, 0);
// Define the colors (as RGBA vec4) for each vertex in the square.
var colorBuffer = context.createBuffer();
context.bindBuffer(context.ARRAY_BUFFER, colorBuffer);
context.bufferData(context.ARRAY_BUFFER, new Float32Array([
1.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0
]), context.STATIC_DRAW);
// Bind the color buffer to the color attribute.
var colorAttribute = context.getAttribLocation(program, "a_color");
context.enableVertexAttribArray(colorAttribute);
context.vertexAttribPointer(colorAttribute, 4, context.FLOAT, false, 0, 0);
// Draw the square!
context.drawArrays(context.TRIANGLE_FAN, 0, 4);
</script>
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