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CSS Base

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Add External Stylesheets/Pens

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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.

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Use npm Packages

We can make npm packages available for you to use in your JavaScript. We use webpack to prepare them and make them available to import. We'll also process your JavaScript with Babel.

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HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <html>
<head>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main() {
  gl_Position = vPosition;
}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
void main() {
  gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}
</script>

<script type="text/javascript" src="../Common/webgl-utils.js"></script>

<script type="text/javascript" src="../Common/initShaders.js"></script>

<script type="text/javascript" src="myTriangle.js"></script>
</head>

</head>

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

</html>
            
          
!
            
              "use strict";

var gl;
var points;

window.onload = function init() {
	var canvas = document.getElementById("gl-canvas");
	gl = WebGLUtils.setupWebGL(canvas);
	if (!gl) {
		alert("WebGL isn't available");
	}
	
	var vertices = new Float32Array([-1, -1, 0, 1, 1, -1]);
	
	// configure WebGL
	gl.viewport(0, 0, canvas.width, canvas.height);
	gl.clearColor(0.0, 1.0, 1.0, 1.0);
	
	// load shaders and initialize attribute buffers
	var program = initShaders(gl, "vertex-shader", "fragment-shader");
	gl.useProgram(program);
	
	// load the data into the GPU
	var bufferId = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
	gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
	
	// associate out shader variables with our data buffer
	var vPosition = gl.getAttribLocation(program, "vPosition");
	gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
	gl.enableVertexAttribArray(vPosition);
	
	render();
};

function render() {
	gl.clear(gl.COLOR_BUFFER_BIT);
	gl.drawArrays(gl.TRIANGLES, 0, 3);
}

            
          
!
999px
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