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HTML

              
                <!DOCTYPE html>
<html>

  <head>
    <script id="vertex-shader" type="x-shader/x-vertex">
attribute  vec4 vPosition;
attribute  vec4 vColor;
attribute  vec2 vTexCoord;

varying vec4 fColor;
varying vec2 fTexCoord;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() 
{
    gl_Position = projectionMatrix*modelViewMatrix*vPosition;
    fColor = vColor;
    fTexCoord = vTexCoord;
} 
    </script>
    <script id="fragment-shader" type="x-shader/x-fragment">

precision mediump float;

varying vec4 fColor;
varying  vec2 fTexCoord;

uniform sampler2D texture;

void
main()
{
    gl_FragColor = fColor * texture2D( texture, fTexCoord );
}
    </script>
    <script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/webgl-utils.js"></script>
    <script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/initShaders.js"></script>
    <script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/MV.js"></script>
  </head>

  <body>
    <canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>

<br />
Move: 
<button id = "Button3">Farther</button><span id="distance"></span>
<button id = "Button4">Closer</button>
<button id = "Button6">Up</button><span id="theta"></span>
<button id = "Button5">Down</button>
<button id = "Button8">Left</button><span id="phi"></span>
<button id = "Button7">Right</button>

<div>
<input type="checkbox" id="perspective" name="perspective"
         checked>
  <label for="perspective">Use perspective</label>
</div>
  </body>

  <img crossorigin="anonymous" id="texImage" src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/2999896/Brooklyn_College_Seal.png" hidden></img>

</html>
              
            
!

CSS

              
                
              
            
!

JS

              
                var gl;
var program;

var points = [];  // All vertices to be drawn (including duplicates)
var colors = [];  // Colors of all vertices to be drawn (including duplicates)
var texCoords = []; // Texture coordinates for each vertex

var near = 0.001;
var far = 1000.0;
var radius = 3.0;
var theta  = 60 * Math.PI/180;
var phi    = 30 * Math.PI/180;
var dr = 5.0 * Math.PI/180.0;

var  fovy = 45.0;  // Field-of-view in Y direction angle (in degrees)
var  aspect;       // Viewport aspect ratio

var modelViewMatrix, projectionMatrix;
var modelViewMatrixLoc, projectionMatrixLoc;
var eye;
const at = vec3(0.0, 0.0, 0.0);
const up = vec3(0.0, 1.0, 0.0);

var usePerspective = true;

var texture;

var texCoordsBase = [
    vec2(0, 0),
    vec2(1, 0),
    vec2(1, 1),
    vec2(0, 1)
];

var vertices = [
    vec3( -0.5, -0.5,  0.5 ),
    vec3( -0.5,  0.5,  0.5),
    vec3(  0.5,  0.5,  0.5),
    vec3(  0.5, -0.5,  0.5),
    vec3( -0.5, -0.5, -0.5),
    vec3( -0.5,  0.5, -0.5),
    vec3(  0.5,  0.5, -0.5),
    vec3(  0.5, -0.5, -0.5)
];

var vertexColors = [
    vec4( 1.0, 1.0, 1.0, 1.0 ),  // white
    vec4( 1.0, 0.0, 0.0, 1.0 ),  // red
    vec4( 1.0, 1.0, 0.0, 1.0 ),  // yellow
    vec4( 0.0, 1.0, 0.0, 1.0 ),  // green
    vec4( 0.0, 0.0, 1.0, 1.0 ),  // blue
    vec4( 1.0, 0.0, 1.0, 1.0 ),  // magenta
    vec4( 0.0, 0.0, 0.0, 1.0 ),  // black
    vec4( 0.0, 1.0, 1.0, 1.0 )   // cyan
];    


function makeCube( )
{
    makeCubeFace(0,3,2,1);
    makeCubeFace(2,3,7,6);
    makeCubeFace(3,0,4,7);
    makeCubeFace(1,2,6,5);
    makeCubeFace(4,5,6,7);
    makeCubeFace(5,4,0,1);
}

function makeCubeFace(a, b, c, d)
{
   var inds = [ a, b, c, a, c, d ];
   var texInds = [0, 1, 2, 0, 2, 3];
   for ( var i = 0; i < inds.length; ++i ) {
			points.push( vertices[inds[i]]);
      
      // Color by vertex
      //colors.push( vertexColors[inds[i]] );
            
      // Color by face
      colors.push(vertexColors[a]);
     
      // Texture
      texCoords.push(texCoordsBase[texInds[i]]);
   }
}


function checkerboardImage(texSize) {
  var image1 = new Array()
  for (var i =0; i<texSize; i++) { image1[i] = new Array(); }
  for (var i =0; i<texSize; i++) {
      for ( var j = 0; j < texSize; j++) {
        image1[i][j] = new Float32Array(4);
      }
  }
  for (var i =0; i<texSize; i++) for (var j=0; j<texSize; j++) {
      var c = (((i & 0x8) == 0) ^ ((j & 0x8)  == 0));
      image1[i][j] = [c, c, c, 1];
  }

  // Convert floats to ubytes for texture
  var image2 = new Uint8Array(4*texSize*texSize);
  for ( var i = 0; i < texSize; i++ ) {
    for ( var j = 0; j < texSize; j++ ) {
      for(var k =0; k<4; k++) {
        image2[4*texSize*i+4*j+k] = 255*image1[i][j][k];
      }
    }
  }
  
  return image2;
}


function configureTexture( image, isImage, texSize ) {
    texture = gl.createTexture();
    gl.bindTexture( gl.TEXTURE_2D, texture );
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
    if (isImage) {
      gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 
           gl.RGB, gl.UNSIGNED_BYTE, image ); 
    } else {
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, 
        gl.RGBA, gl.UNSIGNED_BYTE, image);
    } 
    gl.generateMipmap( gl.TEXTURE_2D );
    gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, 
                      gl.LINEAR_MIPMAP_LINEAR );
    gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
    
    gl.uniform1i(gl.getUniformLocation(program, "texture"), 0);
}


function updateDisplays() {
  document.getElementById("distance").innerText = radius.toFixed(2);
	document.getElementById("theta").innerText = (theta * 180 / Math.PI).toFixed(2);
	document.getElementById("phi").innerText = (phi * 180 / Math.PI).toFixed(2);
}

function init() {
  var canvas = document.getElementById("gl-canvas");
  gl = WebGLUtils.setupWebGL(canvas);
  if (!gl) {
    alert("WebGL isn't available");
  }

  updateDisplays();
  document.getElementById("Button3").onclick = function(){ radius *= 5/4; updateDisplays(); };
  document.getElementById("Button4").onclick = function(){ radius *= 4/5; updateDisplays();};
  document.getElementById("Button5").onclick = function(){ theta += dr; updateDisplays(); };
  document.getElementById("Button6").onclick = function(){ theta -= dr; updateDisplays(); };
  document.getElementById("Button7").onclick = function(){ phi += dr; updateDisplays(); };
  document.getElementById("Button8").onclick = function(){ phi -= dr; updateDisplays(); };
  document.getElementById("perspective").onclick = function(){ usePerspective = document.getElementById("perspective").checked; };

  //  Configure WebGL
  gl.viewport(0, 0, canvas.width, canvas.height);
  gl.clearColor(1.0, 1.0, 1.0, 1.0);
  gl.enable(gl.DEPTH_TEST);  // <--- New

  // Set aspect ratio of canvas
  aspect =  canvas.width/canvas.height;

  //  Load shaders and initialize attribute buffers
  program = initShaders(gl, "vertex-shader", "fragment-shader");
  gl.useProgram(program);

	// Populate vertices and colors
  makeCube();  

  // Load vertex data into the GPU
  var bufferId = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
  gl.bufferData(gl.ARRAY_BUFFER, flatten(points), gl.STATIC_DRAW);

  // Associate vertex shader variables with data buffer
  var vPosition = gl.getAttribLocation(program, "vPosition");
  gl.vertexAttribPointer(vPosition, 3, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(vPosition);


  // Load color data into the GPU
  bufferId = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
  gl.bufferData(gl.ARRAY_BUFFER, flatten(colors), gl.STATIC_DRAW);

  // Associate color shader variables with our data buffer
  var vColor = gl.getAttribLocation(program, "vColor");
  gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(vColor);
 

  // Configure texture buffers
  var tBuffer = gl.createBuffer();
  gl.bindBuffer( gl.ARRAY_BUFFER, tBuffer );
  gl.bufferData( gl.ARRAY_BUFFER, flatten(texCoords), gl.STATIC_DRAW );
    
  var vTexCoord = gl.getAttribLocation( program, "vTexCoord" );
  gl.vertexAttribPointer( vTexCoord, 2, gl.FLOAT, false, 0, 0 );
  gl.enableVertexAttribArray( vTexCoord );

  // Option 1: Texture from hard-coded URL
  // var image = new Image();
  // image.onload = function() { 
  //    configureTexture( image, 1, image.width );
  // }
  // image.crossOrigin = "anonymous";
  // image.src = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/2999896/brickwork-texture.jpg"
  // From: http://www.bricksntiles.com/textures/
  
  // Option 2: Texture from hidden <img> element
  var image = document.getElementById("texImage");
  window.onload = function() { configureTexture( image, 1, image.width ); };
  
  // Option 3: Generate texture image procedurally
  // var image2 = checkerboardImage(256);
  // configureTexture( image2, 0, 256 )
  
  // Handles to send matrices
  modelViewMatrixLoc = gl.getUniformLocation( program, "modelViewMatrix" );
  projectionMatrixLoc = gl.getUniformLocation( program, "projectionMatrix" );
 
  
  // Go
  render();
}


function render(){
    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            
    eye = vec3(
        radius*(0.05 + Math.sin(theta)*Math.sin(phi)), 
        radius*Math.cos(theta),
        radius*Math.sin(theta)*Math.cos(phi)
        );
    modelViewMatrix = lookAt(eye, at, up);
    if (usePerspective) {
    	projectionMatrix = perspective(fovy, aspect, near, far);
    } else {
    	projectionMatrix = ortho(-radius/3, radius/3, -radius/3, radius/3, near, far);
		}

    gl.uniformMatrix4fv( modelViewMatrixLoc, false, flatten(modelViewMatrix) );
    gl.uniformMatrix4fv( projectionMatrixLoc, false, flatten(projectionMatrix) );
            
    gl.drawArrays( gl.TRIANGLES, 0, points.length );
    requestAnimFrame(render);
}


init();

              
            
!
999px

Console