console
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
</head>
<body>
<canvas id="webgl" width="500" height="500" style="background-color: #0d72da"></canvas>
<script>
var canvasElement=document.getElementById('webgl');
var gl=canvasElement.getContext('webgl');
var vertexShaderSource = '' +
'attribute vec4 apos;'+
'void main(){' +
' gl_Position =apos;' +
'}';
var fragShaderSource = '' +
'void main(){' +
' gl_FragColor = vec4(1.0,0.0,0.0,1.0);' +
'}';
var program = initShader(gl,vertexShaderSource,fragShaderSource);
var aposLocation = gl.getAttribLocation(program,'apos');
var data=new Float32Array([
0, 0, 1,
0, 1, 0,
1, 0, 0
]);
var buffer=gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,buffer);
gl.bufferData(gl.ARRAY_BUFFER,data,gl.STATIC_DRAW);
gl.vertexAttribPointer(aposLocation,3,gl.FLOAT,false,0,0);
gl.enableVertexAttribArray(aposLocation);
gl.drawArrays(gl.TRIANGLES,0,3);
function initShader(gl,vertexShaderSource,fragmentShaderSource){
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader,vertexShaderSource);
gl.shaderSource(fragmentShader,fragmentShaderSource);
gl.compileShader(vertexShader);
gl.compileShader(fragmentShader);
var program = gl.createProgram();
gl.attachShader(program,vertexShader);
gl.attachShader(program,fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
return program;
}
</script>
</body>
</html>