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JS
var canvas = document.querySelector('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; var ut, st = Date.now(); function initShaders (gl, vertexShaderId, fragmentShaderId) { var vertexEl = document.querySelector(vertexShaderId); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexEl.text); gl.compileShader(vertexShader); if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS) ) { debugger } var fragmentEl = document.querySelector(fragmentShaderId); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentEl.text); gl.compileShader(fragmentShader); if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { debugger } var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); return program; } function initGraphics () { gl = canvas.getContext('webgl'); var width = canvas.width; var height = canvas.height; gl.viewport(0, 0, width, height); var program = initShaders(gl, '#sv', '#sf'); var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([-1, 1, -1, -1, 1, -1, 1, 1]), gl.STATIC_DRAW ); var vPosition = gl.getAttribLocation(program, 'vPosition'); gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(vPosition); ut = gl.getUniformLocation(program, 'time'); var resolution = new Float32Array([canvas.width, canvas.height]); gl.uniform2fv(gl.getUniformLocation(program, 'resolution'), resolution); } function render () { gl.uniform1f(ut, (Date.now() - st) / 1000); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); requestAnimationFrame(render); } initGraphics(); render();
CSS
* { margin: 0; padding: 0; }
HTML
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