{
const canvas = DOM.canvas(400, 400);
const gl = canvas.getContext('webgl');
const vertex = `
attribute vec2 position;
void main() {
gl_PointSize = 1.0;
gl_Position = vec4(position * 0.5, 1.0, 1.0);
}
`;
const fragment = `
precision mediump float;
void main()
{
gl_FragColor = vec4(0.7, 0.8, 0.9, 1.0);
}
`;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertex);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragment);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
const r = 1;
const innerR = 0.38;
const points = new Float32Array([
0,
r,
Math.cos(rad(54)) * innerR,
Math.sin(rad(54)) * innerR,
Math.sin(rad(72)) * r,
Math.cos(rad(72)) * r,
Math.sin(rad(72)) * innerR,
-Math.cos(rad(72)) * innerR,
Math.cos(rad(54)) * r,
-Math.sin(rad(54)) * r,
0,
-innerR,
-Math.cos(rad(54)) * r,
-Math.sin(rad(54)) * r,
-Math.sin(rad(72)) * innerR,
-Math.cos(rad(72)) * innerR,
-Math.sin(rad(72)) * r,
Math.cos(rad(72)) * r,
-Math.cos(rad(54)) * innerR,
Math.sin(rad(54)) * innerR
]);
const bufferId = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
const vPosition = gl.getAttribLocation(program, 'position');
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.LINE_LOOP, 0, points.length / 2);
return canvas;
}