const canvas = document.getElementById('glCanvas');
const gl = canvas.getContext('webgl');
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec4 aVertexColor;
uniform float uRotation;
varying lowp vec4 vColor;
void main() {
float c = cos(uRotation);
float s = sin(uRotation);
mat2 rotation = mat2(c, s, -s, c);
vec2 rotated = rotation * aVertexPosition.xy;
gl_Position = vec4(rotated, 0.0, 1.0);
vColor = aVertexColor;
}
`;
const fsSource = `
varying lowp vec4 vColor;
void main() {
gl_FragColor = vColor;
}
`;
function initShaderProgram(gl, vsSource, fsSource) {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
return shaderProgram;
}
function loadShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
}
const positions = [0.0, 0.5, -0.5, -0.5, 0.5, -0.5];
const colors = [1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0];
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
const vertexPosition = gl.getAttribLocation(shaderProgram, 'aVertexPosition');
const vertexColor = gl.getAttribLocation(shaderProgram, 'aVertexColor');
const rotationUniform = gl.getUniformLocation(shaderProgram, 'uRotation');
let rotation = 0;
function render() {
rotation += 0.02;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(vertexColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexColor);
gl.useProgram(shaderProgram);
gl.uniform1f(rotationUniform, rotation);
gl.drawArrays(gl.TRIANGLES, 0, 3);
requestAnimationFrame(render);
}
render();