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<canvas style="width:100%;height:100%;"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec2 pos;
void main() {
gl_Position = vec4(pos, 0, 1);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec4 rect(vec2 st, vec2 start, vec2 wh, vec4 color) {
vec2 end = start + wh;
// x, y 両方ともstart以上なら色付け
vec2 bottom_left = step(start, st);
// x. y 両方ともend以下なら色付け
vec2 top_right = step(vec2(1.0-end.x, 1.0-end.y), 1.0-st);
return color * vec4(bottom_left.x * bottom_left.y * top_right.x * top_right.y);
}
vec4 alphaBlend(vec4 fg, vec4 bg) {
// 背景の色成分 * (1.0 - 不透明度) + 前景の色成分 * 不透明度
vec3 cc = bg.rgb * (vec3(1.0) - vec3(fg.a)) + fg.rgb * vec3(fg.a);
return vec4(cc, fg.a);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec4 color = vec4(1.0);
// 赤い長方形
vec2 start = vec2(0.05, 0.5);
vec2 wh = vec2(0.2, 0.4);
vec4 c = rect(st, start, wh, vec4(1.0, 0.0, 0.0, 1.0));
if (c != vec4(0.0)) {
color = alphaBlend(c, color);
}
// 青い長方形
start = vec2(0.1, 0.25);
wh = vec2(0.2, 0.4);
c = rect(st, start, wh, vec4(0.0, 0.0, 1.0, 0.8));
if (c != vec4(0.0)) {
color = alphaBlend(c, color);
}
gl_FragColor = color;
}
</script>
html, body {
padding: 0px;
margin: 0px;
overflow: hidden;
}
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl');
const app = {
startTime: new Date().getTime(),
width: 0,
height: 0,
mouseX: 0,
mouseY: 0,
uResolution: null,
uMouse: null,
uTime: null
};
function initialize() {
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE);
// vertex shader
const vertexShaderSource = document.querySelector('#vertex-shader').text;
const vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertexShaderSource);
gl.compileShader(vertShader);
var isCompiled = gl.getShaderParameter( vertShader, gl.COMPILE_STATUS );
if ( !isCompiled ) {
throw new Error( 'Shader compile error: ' + gl.getShaderInfoLog( vertShader ) );
}
// fragment shader
const fragmentShaderSource = document.querySelector('#fragment-shader').text;
const fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragmentShaderSource);
gl.compileShader(fragShader);
var isCompiled = gl.getShaderParameter( fragShader, gl.COMPILE_STATUS );
if ( !isCompiled ) {
throw new Error( 'Shader compile error: ' + gl.getShaderInfoLog( fragShader ) );
}
// link
var program = gl.createProgram();
gl.attachShader(program, vertShader);
gl.attachShader(program, fragShader);
gl.linkProgram(program);
gl.useProgram(program);
// uniforms
app.uResolution = gl.getUniformLocation(program, "u_resolution");
app.uMouse = gl.getUniformLocation(program, "u_mouse");
app.uTime = gl.getUniformLocation(program, "u_time");
// positionのバッファを用意
const positionLocation = gl.getAttribLocation(program, 'pos');
const position_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, position_buffer);
// データをバッファにセット
const position = new Float32Array([
-1, -1,
1, -1,
-1, 1,
1, 1,
]);
gl.bufferData(gl.ARRAY_BUFFER, position, gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
}
function rendering() {
// update uniforms
const now = new Date().getTime();
const currentTime = (now - app.startTime) / 1000;
gl.uniform1f(app.uTime, currentTime);
gl.uniform2f(app.uMouse, app.mouseX, app.mouseY);
// render
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
requestAnimationFrame(rendering);
}
function resize() {
app.width = canvas.width = window.innerWidth;
app.height = canvas.height = window.innerHeight;
console.log(`app.height=${app.height}, canvas.height=${canvas.height}, window.innerHeight=${window.innerHeight}`)
gl.uniform2f(app.uResolution, app.width, app.height);
gl.viewport(0, 0, app.width, app.height);
}
window.addEventListener('resize', resize);
document.addEventListener('mousemove', function(event) {
app.mouseX = event.pageX;
app.mouseY = app.height - event.pageY;
});
initialize();
resize();
rendering();
Also see: Tab Triggers