Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <body>
  <canvas width="640" height="480" id="vga-standard-resolution"></canvas>
</body>
              
            
!

CSS

              
                :root
{
  --generic-bg-color: rgb(0, 0, 0);
}

*
{
  margin: 0px;
  padding: 0px;
  box-sizing: border-box;
}

body
{
  display: flex;
  justify-content: center;
  align-items: center;
  height: 100vh;
  background-color: var(--generic-bg-color);
}


              
            
!

JS

              
                /*******************************************************************************
 * File  : pen.js
 * Author: Xistos Dosis
 * Date  : November 12, 2023
 *
 * Description: Establish a WebGL context via the canvas DOM and ultimately
 * render a simple triangle in it.
 ******************************************************************************/

//
// The GLSL source code for the Vertex Shader program.
//
const vsSource =
`#version 300 es
precision mediump float;
in vec2 vPos;
in vec3 vColor;
out vec3 color;
void main()
{
  color = vColor;
  gl_Position = vec4(vPos, 0, 1);
}`;

//
// The GLSL source code for the Fragment Shader program.
//
const fsSource =
`#version 300 es
precision mediump float;
in vec3 color;
out vec4 O;
void main()
{
  O = vec4(color, 1);
}`;

//
// The GLSL source code for the Fragment Shader program.
//
const canvas = document.getElementById("vga-standard-resolution"); // Get the canvas.
const gl     = canvas.getContext('webgl2');                        // Get the context.

// Check if `gl` exists.
if(!gl) {
  console.log("WebGL2.0 not supported");
  alert("Your browser doesn't support WebGL2.0. You should update it.");
}

gl.clearColor(.118,.125,.141, 1); // Specify the clear color.
gl.clear(gl.COLOR_BUFFER_BIT);    // Actually clear the color buffer.

//
// Create, Bind (with source code) and Compile the Vertex Shader.
//
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vsSource);
gl.compileShader(vertexShader);
// Check for errors in the source code.
if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
  console.error("Error compiling Vertex Shader", gl.getShaderInfoLog(vertexShader));
}

//
// Create, Bind (with source code) and Compile the Fragment Shader.
//
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fsSource);
gl.compileShader(fragmentShader);
// Check for errors in the source code.
if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
  console.log("Error compiling Fragment Shader", gl.getShaderInfoLog(fragmentShader));
}

//
// Create the program itself(Where all the individual shaders will be hosted).
//
program = gl.createProgram();
// No need to specify which is the Vertex Shader or the Fragment Shader,
// the WebGL API already knows.

// Attach them.
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// Link them.
gl.linkProgram(program);
// Check for linking errors.
if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
  console.log("Error linking WebGLProgram", gl.getProgramInfoLog(program));
}

////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////

// *NOTE*: The following X,Y coordinates are provided as such since the
// default coordinate system is NDC space (Normalized Divice Coordinates)
// space, which ranges from -1 to 1 along both axes within the WebGL context.
// Color values are also normalized (e.g. 1 for Red channel instead of 255)
var VertexData =
[
 // X,    Y       R ,  G ,  B
   0.00, 0.75,   1.0, 0.0, 0.0,
  -0.50,-0.50,   0.0, 1.0, 0.0,
   0.50,-0.50,   0.0, 0.0, 1.0
];

var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // Also known as VBO, or VertexBufferObject.
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(VertexData), gl.STATIC_DRAW);
var positionAttribLoc = gl.getAttribLocation(program, 'vPos');
gl.vertexAttribPointer(
  positionAttribLoc,                  // Attribute location.
  2,                                  // Number of elements per attribute.
  gl.FLOAT,                           // Type of elements.
  gl.FALSE,                           // Do not normalize fixed-point data values.
  5 * Float32Array.BYTES_PER_ELEMENT, // Size of each vertex(in Bytes).
  0                                   // Offset from the beginning of a single vertex
                                      // to this attribute(in Bytes).
);
gl.enableVertexAttribArray(positionAttribLoc); // Use the attribute.

var colorAttribLoc = gl.getAttribLocation(program, 'vColor');
gl.vertexAttribPointer(
  colorAttribLoc,
  3,
  gl.FLOAT,
  gl.FALSE,
  5 * Float32Array.BYTES_PER_ELEMENT,
  2 * Float32Array.BYTES_PER_ELEMENT
)
gl.enableVertexAttribArray(colorAttribLoc);

gl.useProgram(program);            // Use this shader program for this render pass.

gl.drawArrays(gl.TRIANGLES, 0, 3); // Render in triangles mode,
                                   // starting from zero index (first vertex),
                                   // counting to three indices/vertices in total.
                                   // *CLARIFICATION*: Since all indices here are unique
                                   // and correspond to one of the three vertices, i use indices
                                   // and vertices interchangeably.
              
            
!
999px

Console