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71 lines (68 loc) · 3 KB
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<html>
<body>
<div>
<canvas id="canvas" width="640" height="480"/>
</div>
<div id="error" style="color: brown"></div>
</body>
<script>
const canvas = document.querySelector("#canvas");
const gl = canvas.getContext("webgl");
const error = document.querySelector("#error");
const createShader = (source, type) => {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(shader);
}
return shader;
};
const screenQuad = () => {
const vertexPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
const vertices = [-1, -1, 1, -1, -1, 1, 1, 1];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
vertexPosBuffer.itemSize = 2;
vertexPosBuffer.numItems = 4;
return vertexPosBuffer;
}
Promise.all([
fetch('vshader.glsl')
.then(response => response.text())
.then(s => createShader(s, gl.VERTEX_SHADER)),
fetch('fshader.glsl')
.then(response => response.text())
.then(s => createShader(s, gl.FRAGMENT_SHADER)),
]).then(values => {
const vshader = values[0];
const fshader = values[1];
const program = gl.createProgram();
gl.attachShader(program, vshader);
gl.attachShader(program, fshader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(program);
}
gl.useProgram(program);
const vertexPosBuffer = screenQuad();
program.vertexPosAttrib = gl.getAttribLocation(program, 'aVertexPosition');
program.offsetUniform = gl.getUniformLocation(program, 'uOffset');
program.aspectUniform = gl.getUniformLocation(program, 'uAspect');
program.timeUniform = gl.getUniformLocation(program, 'uTime');
gl.enableVertexAttribArray(program.vertexPosAttrib);
gl.vertexAttribPointer(program.vertexPosAttrib, vertexPosBuffer.itemSize, gl.FLOAT, false, 0, 0);
const offset = [1, 1];
gl.uniform2f(program.offsetUniform, offset[0], offset[1]);
gl.uniform1f(program.aspectUniform, 640/480);
const startTime = new Date().getTime();
const animate = () => {
const relTime = (new Date().getTime() - startTime) * 0.001;
gl.uniform1f(program.timeUniform, relTime);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertexPosBuffer.numItems);
requestAnimationFrame(animate);
}
animate();
}).catch(e => error.textContent = e);
</script>
</html>