SummationByParts/main.js

102 lines
2.9 KiB
JavaScript

main();
function main() {
const canvas = document.querySelector("#glCanvas");
const gl = canvas.getContext("webgl");
if (gl === null) {
alert("Unable to initialise WebGL");
return;
}
const vsSource = `
attribute vec2 aVertexPosition;
varying lowp vec2 vVertexPosition;
void main() {
vVertexPosition = aVertexPosition;
gl_Position = vec4(aVertexPosition.x, aVertexPosition.y, 0.0, 1.0);
}
`;
const fsSource = `
varying lowp vec2 vVertexPosition;
void main() {
lowp float x = (vVertexPosition.x + 1.0)/2.0;
lowp float y = (vVertexPosition.y + 1.0)/2.0;
gl_FragColor = vec4(x, y, mod(x + y, 0.5), 1.0);
//gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}
`;
const vsShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vsShader, vsSource);
gl.compileShader(vsShader);
if (!gl.getShaderParameter(vsShader, gl.COMPILE_STATUS)) {
alert('Could not compile shader: ' + gl.getShaderInfoLog(vsShader));
return;
}
const fsShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fsShader, fsSource);
gl.compileShader(fsShader);
if (!gl.getShaderParameter(fsShader, gl.COMPILE_STATUS)) {
alert('Could not compile shader: ' + gl.getShaderInfoLog(fsShader));
return;
}
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vsShader);
gl.attachShader(shaderProgram, fsShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to link shader program: ' + gl.getProgramInfoLog(shaderProgram))
return;
}
const programInfo = {
program: shaderProgram,
attribLocations: {
vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
},
};
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
{ // Binding vertices
const numComponents = 2;
const type = gl.FLOAT;
const normalise = false;
const stride = 0;
const offset = 0;
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(programInfo.attribLocations.vertexPosition, numComponents, type, normalise, stride, offset);
gl.enableVertexAttribArray(programInfo.attribLocations.vertexPositions);
}
gl.useProgram(programInfo.program);
const offset = 0;
const vertexCount = 4;
gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
}