<canvas width="300" height="300"></canvas>
html, body {
height: 100%;
background: red;
}
canvas {
border: 1px solid #fff;
}
body {
display: flex;
align-items: center;
justify-content: center;
flex-direction: column;
}
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const gl = document.querySelector('canvas').getContext('webgl');
const vertexShaderSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`;
const fragmentShaderSource = `
precision mediump float;
uniform vec4 color;
void main() {
gl_FragColor = color;
}
`;
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
const program = createProgram(gl, vertexShader, fragmentShader);
gl.useProgram(program);
const positionAttributeLocation = gl.getAttribLocation(program, 'position');
const colorUniformLocation = gl.getUniformLocation(program, 'color');
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, -1, 1, 1, 0
]), gl.STATIC_DRAW);
gl.uniform4f(colorUniformLocation, 0, 0, 1, 0.3);
gl.drawArrays(gl.TRIANGLES, 0, 3);
function createShader(gl, type, shaderSource) {
const shader = gl.createShader(type);
gl.shaderSource(shader, shaderSource);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if(!success) {
console.warn(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
return shader;
}
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if(!success) {
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
return program;
}
View Compiled
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