console
const canvas = document.querySelector("#c");
const gl = canvas.getContext("webgl");
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
gl.deleteShader(shader);
}
const vertexShaderSource = document.querySelector("#vertex-shader-2d").text;
const fragmentShaderSource = document.querySelector("#fragment-shader-2d").text;
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
function createProgram(gl, vertexShader, fragmentShader) {
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
gl.deleteProgram(program);
}
const program = createProgram(gl, vertexShader, fragmentShader);
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [
0, 0,
0, 0.5,
0.7, 0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);
const size = 2;
const type = gl.FLOAT;
const normalize = false;
const stride = 0;
const offset = 0;
gl.vertexAttribPointer(positionAttributeLocation, size, type, normalize, stride, offset);
const primitiveType = gl.TRIANGLES;
const offset_1 = 0;
const count = 3;
gl.drawArrays(primitiveType, offset_1, count);
<canvas id="c" width="400" height="300"></canvas>
<script id="vertex-shader-2d" type="shader">
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragment-shader-2d" type="shader"">
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0.5, 1);
}
</script>