Here is my vertex shader
attribute vec4 a_position;
varying vec4 v_color;
void main() {
gl_Position = vec4(a_position.xy, 0.0, 1.0);
v_color = gl_Position * 0.5 + 0.5;
}
Here is my fragment shader
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
Here is my JS, that sets up everything
var gl = document.getElementById("canvas").getContext('webgl');
var vertexShader = createShader(gl, gl.VERTEX_SHADER, window.vert);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, window.frag);
var program = createProgram(gl, vertexShader, fragmentShader);
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var positions = [
-1, -1,
-1, 1,
1, 1,
1, 1,
1, -1,
-1, -1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
resizeCanvas(gl);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset)
// // draw
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
And I get the following output
But what I'm trying to achieve next is to animate this using some time variable similar to iTime
of ShaderToy.
How do I setup something like this?
If you want to pass in the time you just need to make a uniform to hold the time and set it to some time or counter
uniform float time;
in JavaScript look up the location at init time
const timeLocation = gl.getUniformLocation(program, "time");
At render time set it
gl.uniform1f(timeLocation, someTimeValue);
You also need a render loop using requestAnimationFrame
. requestAnimationFrame
gets passed the time since the page loaded so you can just use that
function render(time) {
...
gl.useProgram(program);
gl.uniform1f(timeLocation, time * 0.001); // time in seconds
...
// draw
requestAnimationFrame(render);
}
requestAnimationFrame(render);
Example:
var vert = `
attribute vec4 a_position;
varying vec4 v_color;
void main() {
gl_Position = vec4(a_position.xy, 0.0, 1.0);
v_color = gl_Position * 0.5 + 0.5;
}
`;
var frag = `
precision mediump float;
varying vec4 v_color;
uniform float time;
void main() {
gl_FragColor = vec4(fract(v_color.rgb + time), 1);
}
`;
var gl = document.getElementById("canvas").getContext('webgl');
var vertexShader = createShader(gl, gl.VERTEX_SHADER, window.vert);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, window.frag);
var program = createProgram(gl, vertexShader, fragmentShader);
const timeLocation = gl.getUniformLocation(program, "time");
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var positions = [
-1, -1,
-1, 1,
1, 1,
1, 1,
1, -1,
-1, -1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
function render(time) {
resizeCanvas(gl);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset)
gl.uniform1f(timeLocation, time * 0.001);
// // draw
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function resizeCanvas(gl) {
// not important for example
}
function createProgram(gl, vs, fs) {
const p = gl.createProgram();
gl.attachShader(p, vs);
gl.attachShader(p, fs);
gl.linkProgram(p);
// should check for error here!
return p;
}
function createShader(gl, type, src) {
const s = gl.createShader(type);
gl.shaderSource(s, src);
gl.compileShader(s);
// should check for error here
return s;
}
<canvas id="canvas"></canvas>
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