104 lines
3.3 KiB
HTML
104 lines
3.3 KiB
HTML
<html>
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<head>
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<style>
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div {
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width:200px;
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height:200px;
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border:2px solid black;
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content: -webkit-canvas(triangle);
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}
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</style>
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<script id="vertexShader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main() {
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gl_Position = vPosition;
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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void main() {
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gl_FragColor = vec4(0.8, 0.7, 0, 1.0);
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}
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</script>
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<script type="application/x-javascript">
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function getFragmentShader()
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{
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var shaderNode = document.getElementById("fragmentShader"); // fragmentShader has been defined at the top
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var shaderSource = getShaderSource(shaderNode);
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var shader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(shader, shaderSource);
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gl.compileShader(shader);
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return shader;
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}
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function getShaderSource(shaderNode)
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{
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var shaderSource = "";
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var node = shaderNode.firstChild;
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while (node) {
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if (node.nodeType == 3) // Node.TEXT_NODE
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shaderSource += node.textContent;
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node = node.nextSibling;
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}
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return shaderSource;
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}
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function getVertexShader()
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{
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var shaderNode = document.getElementById("vertexShader");
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var shaderSource = getShaderSource(shaderNode);
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var shader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(shader, shaderSource);
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gl.compileShader(shader);
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return shader;
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}
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function initialize()
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{
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gl = document.getCSSCanvasContext("experimental-webgl", "triangle", 200, 200);
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var vertexShader = getVertexShader();
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var fragmentShader = getFragmentShader();
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var shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.bindAttribLocation(shaderProgram, 0, "vPosition"); // vPosition has been defined at the top
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gl.linkProgram(shaderProgram);
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gl.useProgram(shaderProgram);
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var buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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}
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function draw(r, g, b)
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{
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var vertices = [ 0.0, 0.8, 0.0,
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-0.8, -0.8, 0.0,
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0.8, -0.8, 0.0 ];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); // Load the vertex data
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gl.enableVertexAttribArray(0);
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gl.clearColor(r, g, b, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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initialize();
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draw(0, 0.5, 0);
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</script>
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</head>
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<body>
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<div></div>
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</body>
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</html> |