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导入代码模板:
attribute vec2 aVertexPosition;
void main() {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
#ifdef GL_ES
precision highp float;
#endif
uniform vec4 uColor;
void main() {
gl_FragColor = uColor;
}
function init(){
canvas = document.getElementById("mycanvas");
gl = canvas.getContext("experimental-webgl");
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0.5, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
var v = document.getElementById("vertex").firstChild.nodeValue;
var f = document.getElementById("fragment").firstChild.nodeValue;
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, v);
pileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, f);
pileShader(fs);
program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getShaderParameter(vs, PILE_STATUS))
console.log(gl.getShaderInfoLog(vs));
if (!gl.getShaderParameter(fs, PILE_STATUS))
console.log(gl.getShaderInfoLog(fs));
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
console.log(gl.getProgramInfoLog(program));
var aspect = canvas.width / canvas.height;
var vertices = new Float32Array([
-0.5, 0.1*aspect, 0.5, 0.1*aspect, 0.5,0.15*aspect,
-0.5, 0.1*aspect, 0.5, 0.15*aspect, -0.5,0.15*aspect
]);
vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
itemSize = 2;
numItems = vertices.length / itemSize;
gl.useProgram(program);
program.uColor = gl.getUniformLocation(program, "uColor");
gl.uniform4fv(program.uColor, [1.0, 1.0, 0.0, 1.0]);
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(program.aVertexPosition, itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, numItems);
}