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| const canvas = document.getElementById("canvas") const gl = canvas.getContext("webgl") if (!gl) { console.log('浏览器不支持 WebGL') }
const VSHADER_SOURCE = ` attribute vec2 a_position;
void main() { gl_Position = vec4(a_position, 0, 1); } `
const FSHADER_SOURCE = ` void main() { gl_FragColor = vec4(0, 1, 0, 1); // green } `
const vertShader = gl.createShader(gl.VERTEX_SHADER) gl.shaderSource(vertShader, VSHADER_SOURCE) gl.compileShader(vertShader)
const fragShader = gl.createShader(gl.FRAGMENT_SHADER) gl.shaderSource(fragShader, FSHADER_SOURCE) gl.compileShader(fragShader)
const shaderProgram = gl.createProgram() this.shaderProgram = shaderProgram gl.attachShader(shaderProgram, vertShader) gl.attachShader(shaderProgram, fragShader) gl.linkProgram(shaderProgram) gl.useProgram(shaderProgram)
const positionLocation = gl.getAttribLocation(shaderProgram, "a_position") const buffer = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0 ]), gl.STATIC_DRAW ) gl.enableVertexAttribArray(positionLocation) gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0)
gl.drawArrays(gl.TRIANGLES, 0, 6)
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