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                <canvas width="570" height="570" id="myCanvas"></canvas>
<a href='' target='_blank'>Full Tutorial &raquo;</a>




                var gl,canvas

function gameLoop() {
   // Clear the screen.
   // The points of our triangles we want to draw.
   // 0,0 is the center of the canvas. -1,1 is the top left.
   var vertices = [
      -0.5+Math.sin(*.01), 0.5,
      -0.5, -0.5,
      0.5, -0.5, 
      // Another triangle for fun.
      -0.7, 0.0,
      -0.8, -0.2,
      -0.6, -0.1,
   // Tell webGL to draw these triangle this frame.
   gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)
   // Draw all the triangles.
   gl.drawArrays(gl.TRIANGLES, 0, vertices.length/2)

function glSetup() {
   canvas = document.getElementById('myCanvas')
   gl = canvas.getContext('experimental-webgl')
   // Set the viewport size to be the whole canvas.
   // Set the background color to sky blue.
   gl.clearColor(.5, .7, 1, 1)

   // Tell webGL that we aren't doing anything special with the vertex buffer, just use a default one.
   gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
   // Vertex shader source code.
   var vertCode =
       'attribute vec2 coordinates;' +

       'void main(void) {' +
       // We are passing in only 2D coordinates. Then Z is always 0.0 and alhpa is always 1.0
       ' gl_Position = vec4(coordinates, 0.0, 1.0);' +

   // Create a vertex shader object.
   var vertShader = gl.createShader(gl.VERTEX_SHADER)
   gl.shaderSource(vertShader, vertCode)

   // Fragment shader source code.
   var fragCode =
       'void main(void) {' +
       // We aren't passing in colors right now so all the triangles are green. G=1.0=full green.
       ' gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);' +

   // Create fragment shader object.
   var fragShader = gl.createShader(gl.FRAGMENT_SHADER)
   gl.shaderSource(fragShader, fragCode)

   // Tell webGL to use both my shaders.
   var shaderProgram = gl.createProgram()
   gl.attachShader(shaderProgram, vertShader)
   gl.attachShader(shaderProgram, fragShader)

   // Tell webGL to read 2 floats from the vertex array for each vertex, and store them in my vec2 shader variable named "coordinates"
   var coord = gl.getAttribLocation(shaderProgram, "coordinates")
   gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0)

window.onload = function() {