browser/devtools/shadereditor/test/doc_blended-geometry.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/browser/devtools/shadereditor/test/doc_blended-geometry.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,136 @@
     1.4 +<!-- Any copyright is dedicated to the Public Domain.
     1.5 +     http://creativecommons.org/publicdomain/zero/1.0/ -->
     1.6 +<!doctype html>
     1.7 +
     1.8 +<html>
     1.9 +  <head>
    1.10 +    <meta charset="utf-8"/>
    1.11 +    <title>WebGL editor test page</title>
    1.12 +
    1.13 +    <script id="shader-vs" type="x-shader/x-vertex">
    1.14 +      precision lowp float;
    1.15 +      attribute vec3 aVertexPosition;
    1.16 +      uniform float uDepth;
    1.17 +
    1.18 +      void main(void) {
    1.19 +        gl_Position = vec4(aVertexPosition, uDepth);
    1.20 +      }
    1.21 +    </script>
    1.22 +
    1.23 +    <script id="shader-fs-0" type="x-shader/x-fragment">
    1.24 +      precision lowp float;
    1.25 +
    1.26 +      void main(void) {
    1.27 +        gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);
    1.28 +      }
    1.29 +    </script>
    1.30 +
    1.31 +    <script id="shader-fs-1" type="x-shader/x-fragment">
    1.32 +      precision lowp float;
    1.33 +
    1.34 +      void main(void) {
    1.35 +        gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    1.36 +      }
    1.37 +    </script>
    1.38 +  </head>
    1.39 +
    1.40 +  <body>
    1.41 +    <canvas id="canvas" width="128" height="128"></canvas>
    1.42 +
    1.43 +    <script type="text/javascript;version=1.8">
    1.44 +      "use strict";
    1.45 +
    1.46 +      let canvas, gl;
    1.47 +      let program = [];
    1.48 +      let squareVerticesPositionBuffer;
    1.49 +      let vertexPositionAttribute = [];
    1.50 +      let depthUniform = [];
    1.51 +
    1.52 +      window.onload = function() {
    1.53 +        canvas = document.querySelector("canvas");
    1.54 +        gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
    1.55 +        gl.clearColor(0.0, 0.0, 0.0, 1.0);
    1.56 +
    1.57 +        initProgram(0);
    1.58 +        initProgram(1);
    1.59 +        initBuffers();
    1.60 +        drawScene();
    1.61 +      }
    1.62 +
    1.63 +      function initProgram(i) {
    1.64 +        let vertexShader = getShader("shader-vs");
    1.65 +        let fragmentShader = getShader("shader-fs-" + i);
    1.66 +
    1.67 +        program[i] = gl.createProgram();
    1.68 +        gl.attachShader(program[i], vertexShader);
    1.69 +        gl.attachShader(program[i], fragmentShader);
    1.70 +        gl.linkProgram(program[i]);
    1.71 +
    1.72 +        vertexPositionAttribute[i] = gl.getAttribLocation(program[i], "aVertexPosition");
    1.73 +        gl.enableVertexAttribArray(vertexPositionAttribute[i]);
    1.74 +
    1.75 +        depthUniform[i] = gl.getUniformLocation(program[i], "uDepth");
    1.76 +      }
    1.77 +
    1.78 +      function getShader(id) {
    1.79 +        let script = document.getElementById(id);
    1.80 +        let source = script.textContent;
    1.81 +        let shader;
    1.82 +
    1.83 +        if (script.type == "x-shader/x-fragment") {
    1.84 +          shader = gl.createShader(gl.FRAGMENT_SHADER);
    1.85 +        } else if (script.type == "x-shader/x-vertex") {
    1.86 +          shader = gl.createShader(gl.VERTEX_SHADER);
    1.87 +        }
    1.88 +
    1.89 +        gl.shaderSource(shader, source);
    1.90 +        gl.compileShader(shader);
    1.91 +
    1.92 +        return shader;
    1.93 +      }
    1.94 +
    1.95 +      function initBuffers() {
    1.96 +        squareVerticesPositionBuffer = gl.createBuffer();
    1.97 +        gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
    1.98 +        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    1.99 +           1.0,  1.0, 0.0,
   1.100 +          -1.0,  1.0, 0.0,
   1.101 +           1.0, -1.0, 0.0,
   1.102 +          -1.0, -1.0, 0.0
   1.103 +        ]), gl.STATIC_DRAW);
   1.104 +      }
   1.105 +
   1.106 +      function drawScene() {
   1.107 +        gl.clear(gl.COLOR_BUFFER_BIT);
   1.108 +
   1.109 +        for (let i = 0; i < 2; i++) {
   1.110 +          gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesPositionBuffer);
   1.111 +          gl.vertexAttribPointer(vertexPositionAttribute[i], 3, gl.FLOAT, false, 0, 0);
   1.112 +
   1.113 +          gl.useProgram(program[i]);
   1.114 +          gl.uniform1f(depthUniform[i], i + 1);
   1.115 +          blend(i);
   1.116 +          gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
   1.117 +        }
   1.118 +
   1.119 +        window.requestAnimationFrame(drawScene);
   1.120 +      }
   1.121 +
   1.122 +      function blend(i) {
   1.123 +        if (i == 0) {
   1.124 +          gl.disable(gl.BLEND);
   1.125 +        }
   1.126 +        else if (i == 1) {
   1.127 +          gl.enable(gl.BLEND);
   1.128 +          gl.blendColor(0.5, 0, 0, 0.25);
   1.129 +          gl.blendEquationSeparate(
   1.130 +            gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_SUBTRACT);
   1.131 +          gl.blendFuncSeparate(
   1.132 +            gl.CONSTANT_COLOR, gl.ONE_MINUS_CONSTANT_COLOR,
   1.133 +            gl.ONE_MINUS_CONSTANT_COLOR, gl.CONSTANT_COLOR);
   1.134 +        }
   1.135 +      }
   1.136 +    </script>
   1.137 +  </body>
   1.138 +
   1.139 +</html>

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