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| const vShaderSource = ` attribute vec4 a_Position; uniform vec4 u_Translation; void main() { gl_Position = a_Position + u_Translation; } `
const fShaderSource = ` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `
const Tx = 0.4, Ty = -0.2, Tz = 0.3 Tw = 0.0
function main() { const gl = document.querySelector('#canvas').getContext('webgl')
if (!initShaders(gl, vShaderSource, fShaderSource)) return
let n = initVertexBuffers(gl) if (n < 0) return
let u_Translation = gl.getUniformLocation(gl.program, 'u_Translation') gl.uniform4f(u_Translation, Tx, Ty, Tz, Tw)
gl.clearColor(0.0, 0.0, 0.0, 1.0) gl.clear(gl.COLOR_BUFFER_BIT)
gl.drawArrays(gl.TRIANGLES, 0, n) }
function initVertexBuffers(gl) { let vertices = new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5]) let n = vertices.length / 2
let vertexBuffer = gl.createBuffer() if (!vertexBuffer) { console.log('failed to create buffer') return -1 }
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
let a_Position = gl.getAttribLocation(gl.program, 'a_Position')
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0) gl.enableVertexAttribArray(a_Position)
return n }
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