Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

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.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                 <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js"></script>
  
  <script id="shader-vs" type="x-shader/x-vertex">
  attribute vec4 coords;
  attribute float pointSize;
  uniform mat4 u_transformMatrix;
  uniform mat4 u_perspectiveMatrix;
  attribute vec4 colors;
  varying vec4 varyingColors;

  void main(void) {
    gl_Position = u_perspectiveMatrix * u_transformMatrix  * coords;
    gl_PointSize = pointSize;
    varyingColors = colors;
  }
  </script>
  
  <script id="shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  uniform vec4 color;
  varying vec4 varyingColors;
  void main(void) {
    gl_FragColor = varyingColors;
  }
  </script>
  <canvas id="canvas" width="800" height="640"></canvas>
              
            
!

CSS

              
                
              
            
!

JS

              
                var matrix = mat4.create();

function initGL() {
   var canvas = document.querySelector('#canvas');
   var gl = canvas.getContext('webgl');
   
   // uncomment to enable gl.DEPTH_TEST
   gl.enable(gl.DEPTH_TEST);
   gl.viewport(0,0, canvas.width, canvas.height);
   gl.clearColor(1,1,1,1);
  
   return gl;
}

// shader
// OpenGL Shader
// GLSL

// vec4 vector 3 x,y,z w
function createShaders(gl, type) {
  var shaderScript = '';
  var shader;

  switch(type) {
    case 'fragment':
      shaderScript = document.querySelector('#shader-fs').textContent;
      shader = gl.createShader(gl.FRAGMENT_SHADER);
      break;
    case 'vertex':
      shaderScript = document.querySelector('#shader-vs').textContent;
      shader = gl.createShader(gl.VERTEX_SHADER);
      break;
  }

  gl.shaderSource(shader, shaderScript);
  gl.compileShader(shader);
  
  return shader;
}

function initShaders(gl) {
  var vertexShader = createShaders(gl, 'vertex');
  var fragmentShader = createShaders(gl, 'fragment');
  
  var shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);
  gl.useProgram(shaderProgram);
  
  return shaderProgram;
}

function times(times) {
  var array = [];
  for(var i = 0; i < times; i++) {
    array.push(null);
  }
  
  return array;
}


function createPoints(gl, program) {
  var vertices = [
    -1, -1, -1,     1, 0, 0, 1,     // 0
     1, -1, -1,     1, 1, 0, 1,     // 1
    -1,  1, -1,     0, 1, 1, 1,     // 2
     1,  1, -1,     0, 0, 1, 1,     // 3
    -1,  1,  1,     1, 0.5, 0, 1,   // 4
     1,  1,  1,     0.5, 1, 1, 1,   // 5
    -1, -1,  1,     1, 0, 0.5, 1,   // 6
     1, -1,  1,     0.5, 0, 1, 1,   // 7
  ];

  var vertexCount = vertices.length / 7;
  
  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  
  var coords = gl.getAttribLocation(program, "coords");
  gl.vertexAttribPointer(coords, 3, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, 0);
  gl.enableVertexAttribArray(coords);  
  
  var colorsLocation = gl.getAttribLocation(program, "colors");
  gl.vertexAttribPointer(colorsLocation, 4, gl.FLOAT, false, Float32Array.BYTES_PER_ELEMENT * 7, Float32Array.BYTES_PER_ELEMENT * 3);
 
  gl.enableVertexAttribArray(colorsLocation);
  gl.bindBuffer(gl.ARRAY_BUFFER, null);
  
  var pointSize = gl.getAttribLocation(program, "pointSize");
  gl.vertexAttrib1f(pointSize, 20);
  
  var perspectiveMatrix = mat4.create();
  mat4.perspective(perspectiveMatrix, 1, canvas.width / canvas.height, 0.1, 11);
  var perspectiveLoc = gl.getUniformLocation(program, 'u_perspectiveMatrix');
  gl.uniformMatrix4fv(perspectiveLoc, false, perspectiveMatrix);
  
  mat4.translate(matrix, matrix, [0, 0, -4]);
}

function createIndices(gl) {
  var indices = [
    0, 1, 2,   1, 2, 3,
    2, 3, 4,   3, 4, 5,
    4, 5, 6,   5, 6, 7,
    6, 7, 0,   7, 0, 1,
    0, 2, 6,   2, 6, 4,
    1, 3, 7,   3, 7, 5
  ];
  var indexCount = indices.length;
  
  var indexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
  
  return indexCount;
}

function draw(gl, vertices, shaderProgram, indexCount) {
  mat4.rotateX(matrix, matrix, -0.007);
  mat4.rotateY(matrix, matrix, 0.013);
  mat4.rotateZ(matrix, matrix, 0.01);
  var transformMatrix = gl.getUniformLocation(shaderProgram, "u_transformMatrix");
  gl.uniformMatrix4fv(transformMatrix, false, matrix);
  
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.drawElements(gl.TRIANGLE_STRIP, indexCount, gl.UNSIGNED_BYTE, 0);
  // gl.drawElements(gl.LINE_LOOP, indexCount, gl.UNSIGNED_BYTE, 0);
  const bindDraw = (gl, vertices, shaderProgram, indexCount) => () => {
    draw(gl, vertices, shaderProgram, indexCount);
  }
  requestAnimationFrame(bindDraw(gl, vertices, shaderProgram, indexCount));
}

function main() {
  var gl = initGL();
  var shaderProgram = initShaders(gl);
  var vertices = createPoints(gl, shaderProgram);
  var indexCount = createIndices(gl);
  draw(gl, vertices, shaderProgram, indexCount);
}

main();
              
            
!
999px

Console