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1 <!-- Any copyright is dedicated to the Public Domain. |
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2 http://creativecommons.org/publicdomain/zero/1.0/ --> |
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3 <!doctype html> |
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4 |
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5 <html> |
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6 <head> |
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7 <meta charset="utf-8"/> |
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8 <title>WebGL editor test page</title> |
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9 |
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10 <script id="shader-vs" type="x-shader/x-vertex"> |
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11 precision lowp float; |
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12 attribute vec3 aVertexPosition; |
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13 uniform float uDepth; |
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14 |
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15 void main(void) { |
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16 gl_Position = vec4(aVertexPosition, uDepth); |
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17 } |
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18 </script> |
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19 |
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20 <script id="shader-fs-0" type="x-shader/x-fragment"> |
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21 precision lowp float; |
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22 |
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23 void main(void) { |
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24 gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); |
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25 } |
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26 </script> |
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27 |
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28 <script id="shader-fs-1" type="x-shader/x-fragment"> |
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29 precision lowp float; |
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30 |
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31 void main(void) { |
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32 gl_FragColor = vec4(0.0, 1.0, 1.0, 1.0); |
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33 } |
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34 </script> |
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35 </head> |
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36 |
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37 <body> |
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38 <canvas id="canvas" width="128" height="128"></canvas> |
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39 |
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40 <script type="text/javascript;version=1.8"> |
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41 "use strict"; |
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42 |
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43 let canvas, gl; |
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44 let program = []; |
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45 let squareVerticesPositionBuffer; |
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46 let vertexPositionAttribute = []; |
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47 let depthUniform = []; |
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48 |
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49 window.onload = function() { |
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50 canvas = document.querySelector("canvas"); |
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51 gl = canvas.getContext("webgl", { preserveDrawingBuffer: true }); |
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52 gl.clearColor(0.0, 0.0, 0.0, 1.0); |
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53 |
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54 initProgram(0); |
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55 initProgram(1); |
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56 initBuffers(); |
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57 drawScene(); |
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58 } |
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59 |
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60 function initProgram(i) { |
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61 let vertexShader = getShader("shader-vs"); |
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62 let fragmentShader = getShader("shader-fs-" + i); |
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63 |
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64 program[i] = gl.createProgram(); |
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65 gl.attachShader(program[i], vertexShader); |
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66 gl.attachShader(program[i], fragmentShader); |
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67 gl.linkProgram(program[i]); |
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68 |
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69 vertexPositionAttribute[i] = gl.getAttribLocation(program[i], "aVertexPosition"); |
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70 gl.enableVertexAttribArray(vertexPositionAttribute[i]); |
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71 |
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72 depthUniform[i] = gl.getUniformLocation(program[i], "uDepth"); |
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73 } |
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74 |
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75 function getShader(id) { |
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76 let script = document.getElementById(id); |
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77 let source = script.textContent; |
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78 let shader; |
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79 |
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80 if (script.type == "x-shader/x-fragment") { |
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81 shader = gl.createShader(gl.FRAGMENT_SHADER); |
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82 } else if (script.type == "x-shader/x-vertex") { |
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83 shader = gl.createShader(gl.VERTEX_SHADER); |
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84 } |
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85 |
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86 gl.shaderSource(shader, source); |
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87 gl.compileShader(shader); |
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88 |
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89 return shader; |
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90 } |
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91 |
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92 function initBuffers() { |
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93 squareVerticesPositionBuffer = gl.createBuffer(); |
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94 gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer); |
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95 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
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96 1.0, 1.0, 0.0, |
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97 -1.0, 1.0, 0.0, |
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98 1.0, -1.0, 0.0, |
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99 -1.0, -1.0, 0.0 |
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100 ]), gl.STATIC_DRAW); |
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101 } |
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102 |
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103 function drawScene() { |
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104 gl.clear(gl.COLOR_BUFFER_BIT); |
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105 |
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106 for (let i = 0; i < 2; i++) { |
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107 gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer); |
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108 gl.vertexAttribPointer(vertexPositionAttribute[i], 3, gl.FLOAT, false, 0, 0); |
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109 |
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110 gl.useProgram(program[i]); |
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111 gl.uniform1f(depthUniform[i], i + 1); |
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112 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
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113 } |
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114 |
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115 window.requestAnimationFrame(drawScene); |
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116 } |
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117 </script> |
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118 </body> |
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119 |
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120 </html> |