<!-- Any copyright is dedicated to the Public Domain. http://creativecommons.org/publicdomain/zero/1.0/ --> <!doctype html> <html> <head> <meta charset="utf-8"/> <title>WebGL editor test page</title> <script id="shader-vs" type="x-shader/x-vertex"> precision lowp float; attribute vec3 aVertexPosition; attribute vec3 aVertexColor; varying vec3 vFragmentColor; void main(void) { gl_Position = vec4(aVertexPosition, 1.0); vFragmentColor = aVertexColor; // I'm special! } </script> <script id="shader-fs" type="x-shader/x-fragment"> precision lowp float; varying vec3 vFragmentColor; void main(void) { gl_FragColor = vec4(vFragmentColor, 1.0); // I'm also special! } </script> </head> <body> <canvas width="512" height="512"></canvas> <script type="text/javascript;version=1.8"> "use strict"; let canvas, gl; let program; let squareVerticesPositionBuffer; let squareVerticesColorBuffer; let vertexPositionAttribute; let vertexColorAttribute; window.onload = function() { canvas = document.querySelector("canvas"); gl = canvas.getContext("webgl", { preserveDrawingBuffer: true }); gl.clearColor(0.0, 0.0, 0.0, 1.0); initProgram(); initBuffers(); drawScene(); } function initProgram() { let vertexShader = getShader(gl, "shader-vs"); let fragmentShader = getShader(gl, "shader-fs"); program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition"); gl.enableVertexAttribArray(vertexPositionAttribute); vertexColorAttribute = gl.getAttribLocation(program, "aVertexColor"); gl.enableVertexAttribArray(vertexColorAttribute); } function getShader(gl, id) { let script = document.getElementById(id); let source = script.textContent; let shader; if (script.type == "x-shader/x-fragment") { shader = gl.createShader(gl.FRAGMENT_SHADER); } else if (script.type == "x-shader/x-vertex") { shader = gl.createShader(gl.VERTEX_SHADER); } gl.shaderSource(shader, source); gl.compileShader(shader); return shader; } function initBuffers() { squareVerticesPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0 ]), gl.STATIC_DRAW); squareVerticesColorBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesColorBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0 ]), gl.STATIC_DRAW); } function drawScene() { gl.clear(gl.COLOR_BUFFER_BIT); gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesColorBuffer); gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0); gl.useProgram(program); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); window.requestAnimationFrame(drawScene); } </script> </body> </html>