console
main();
function main() {
const canvas = document.querySelector("#glcanvas");
const gl = canvas.getContext("webgl");
if (!gl) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
return;
}
let vertexSource = `
void main(){
gl_Position = vec4(0.0,0.0,0.0,1.0);
gl_PointSize = 10.0;
}`;
let fragmentSource = `
void main(){
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}`;
let shaderProgram = initShaderProgram(gl, vertexSource, fragmentSource);
initBuffers(gl,shaderProgram)
draw(gl, shaderProgram)
}
function initBuffers(gl, shaderProgram){
}
function draw(gl,program){
gl.useProgram(program);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 1);
}
function initShaderProgram(gl, vsSource, fsSource) {
let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
return null;
}
return shaderProgram;
}
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
<h3>WebGL Demo</h3>
<canvas id="glcanvas" width="640" height="480"></canvas>