<!-- 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; void main(void) { gl_Position = vec4(0, 0, 0, 1); // I'm a vertex shader! } </script> <script id="shader-fs" type="x-shader/x-fragment"> precision lowp float; varying vec3 vFragmentColor; void main(void) { gl_FragColor = vec4(1, 0, 0, 1); // I'm a fragment shader! } </script> </head> <body> <canvas width="512" height="512"></canvas> <script type="text/javascript;version=1.8"> "use strict"; let canvas, gl; window.onload = function() { canvas = document.querySelector("canvas"); gl = canvas.getContext("webgl", { preserveDrawingBuffer: true }); let shaderProgram = gl.createProgram(); let vertexShader, fragmentShader; // Compile and attach the shaders in a random order. The test will // ensure that the correct vertex and fragment source is retrieved // regardless of this crazyness. if (Math.random() > 0.5) { vertexShader = getShader(gl, "shader-vs"); fragmentShader = getShader(gl, "shader-fs"); } else { fragmentShader = getShader(gl, "shader-fs"); vertexShader = getShader(gl, "shader-vs"); } if (Math.random() > 0.5) { gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); } else { gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); } gl.linkProgram(shaderProgram); } 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; } </script> </body> </html>