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02.Uniforms1.js
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02.Uniforms1.js
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// tslint:disable: no-console
const vertexShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: vert
uniform float uPointSize;
uniform vec2 uPosition;
void main()
{
gl_PointSize = uPointSize;
gl_Position = vec4(uPosition, 0.0, 1.0);
}`;
const fragmentShaderSrc = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision mediump float;
uniform int uIndex;
uniform vec4 uColors[3];
out vec4 fragColor;
void main()
{
fragColor = uColors[uIndex];
}`;
const gl = document.querySelector('canvas').getContext('webgl2');
const program = gl.createProgram();
{
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSrc);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSrc);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
}
gl.useProgram(program);
const uPositionLoc = gl.getUniformLocation(program, 'uPosition');
gl.uniform2f(uPositionLoc, 0, -.2);
const uPointSizeLoc = gl.getUniformLocation(program, 'uPointSize');
gl.uniform1f(uPointSizeLoc, 100);
const uIndexLoc = gl.getUniformLocation(program, 'uIndex');
gl.uniform1i(uIndexLoc, 2);
const uColorsLoc = gl.getUniformLocation(program, 'uColors');
gl.uniform4fv(uColorsLoc, [
1,0,0,1,
0,1,0,1,
0,0,1,1,
]);
gl.drawArrays(gl.POINTS, 0, 1);