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HTML

              
                <canvas id="canvas" width="400" height="400"></canvas>
              
            
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CSS

              
                
              
            
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JS

              
                const VERTEX_SHADER = `#version 300 es
  // Below are 2 input attributes
  // The values for these attributes will be provided
  // by us in the javascript "world"

  // vec2 is a vector with 2 values representing the
  // vertex coordinates (x/y).
  in vec2 a_position;

  // vec3 is a vector with 3 values representing the
  // vertex color (r/g/b).
  in vec3 a_color;

  // output color for this vertex,
  // OpenGL will interpolate these values automatically
  out vec3 color;

  void main() {
    // convert coord from [0,1] space to [0,2] space
    vec2 zeroToTwo = a_position * 2.0;

    // convert coord from [0,2] space to [-1,1]
  	vec2 glCoordSpace = zeroToTwo - 1.0;

    // set the output in the global predefined gl_Position variable.
	  // Note a vertex has 4 values: x,y,z,w - we use 0,1 for z,w.
    gl_Position = vec4(glCoordSpace, 0, 1);

    // set the output color variable, just provide the user intput
    color = a_color;
  }
`;

const FRAG_SHADER = `#version 300 es
  precision highp float;

  // input color for this fragment, provided by OpenGL by
  // interpolating the output color variable that is in the
  // vertex shader.
  in vec3 color;

  // We should set this output param with the desired
  // fragment color
  out vec4 outColor;

  void main() {
    // just output the color we got, note we got vec3 (rgb)
	// and outColor is vec4, so we use 1.0 for the alpha.
    outColor = vec4(color, 1.0);
  }
`;

var canvas = document.getElementById('canvas');
// get webgl2 context
var gl = canvas.getContext('webgl2');

// Create shader object of type "VERTEX"
const vertexShader = gl.createShader(gl.VERTEX_SHADER);

// Load the shader source
gl.shaderSource(vertexShader, VERTEX_SHADER);

// Compile the shader
gl.compileShader(vertexShader);

// Check the compile status
var compiled = gl.getShaderParameter(vertexShader, gl.  COMPILE_STATUS);
if (!compiled) {
  // Something went wrong during compilation; get the error
  var lastError = gl.getShaderInfoLog(vertexShader);
  throw new Error('Error compiling shader:' + lastError);
}

// Do the same for the fragment shader
const fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, FRAG_SHADER);
gl.compileShader(fragShader);

// Check the compile status
compiled = gl.getShaderParameter(fragShader, gl.  COMPILE_STATUS);
if (!compiled) {
  // Something went wrong during compilation; get the error
  var lastError = gl.getShaderInfoLog(fragShader);
  throw new Error('Error compiling shader:' + lastError);
}

// create program object
var program = gl.createProgram();

// attach it with the 2 shaders
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragShader);

// and link
gl.linkProgram(program);

// Check the link status
const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
  // something went wrong with the link
  const lastError = gl.getProgramInfoLog(program);
  throw new Error('Error linking gl program:', lastError);
}

// First we create a "buffer", which is just a chunk of memory **on the GPU**:
var vertexParamsBuffer = gl.createBuffer();
// Then we should "bind" it, binding in OpenGL is like making something "active"
gl.bindBuffer(gl.ARRAY_BUFFER, vertexParamsBuffer);

var verticesData = new Float32Array([
  // coord      color
    0.0, 0.0,  1.0, 0.0, 0.0, // 1st vertex
    0.5, 1.0,  0.0, 1.0, 0.0, // 2nd vertex
    1.0, 0.0,  0.0, 0.0, 1.0  // 3ed vertex
]);

// First parameter is the "slot" onto which load the data
// Second parameter is the chunk of bytes
// Third parameter is a hint to OpenGL how this data used
gl.bufferData(gl.ARRAY_BUFFER, verticesData, gl.STATIC_DRAW);

// Gets the index of the a_position input attribute
var a_positionIdx = gl.getAttribLocation(program, 'a_position');

// Fact that we declared "in vec2 a_position" attribute
// in our vertex shader doesn't mean it is "active",
// we have to enable it specifically:
gl.enableVertexAttribArray(a_positionIdx);

// And now we tell OpenGL how to read data from the buffer
// CURRENTLY bound to the ARRAY_BUFFER "slot" into the
// vertex attribute a_position
gl.vertexAttribPointer(a_positionIdx, 2, gl.FLOAT, false, 20, 0);

// same for the color attribute
var a_colorIdx = gl.getAttribLocation(program, 'a_color');
gl.enableVertexAttribArray(a_colorIdx);
gl.vertexAttribPointer(a_colorIdx, 3, gl.FLOAT, false, 20, 8);

// First we set our program as the active program on the gpu
gl.useProgram(program);

// Call the draw method
gl.drawArrays(gl.TRIANGLES, 0, 3);

              
            
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