Published
Edited
Oct 5, 2020
Insert cell
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{
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, 0, 1.0, 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 points = new Float32Array([-1, -1, 1, -1, 0, 1]);

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;
}
Insert cell
{
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(1.0, 0, 0, 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 points = new Float32Array([-1, -1, 1, -1, 1, 1, -1, 1]);

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;
}
Insert cell
function rad(degree) {
return degree * (Math.PI / 180);
}
Insert cell
{
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, 1.0, 0, 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 points = new Float32Array([
0,
r,
Math.sin(rad(72)) * r,
Math.cos(rad(72)) * r,
Math.cos(rad(54)) * r,
-Math.sin(rad(54)) * r,
-Math.cos(rad(54)) * r,
-Math.sin(rad(54)) * r,
-Math.sin(rad(72)) * r,
Math.cos(rad(72)) * r
]);

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;
}
Insert cell
{
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;
}
Insert cell
{
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, 0, 0.5, 0.6);
}
`;

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 points = new Float32Array([
-1,
0,
1,
0,
0,
1 / Math.tan(rad(30)),
1,
2 * Math.tan(rad(30)),
0,
2 * Math.tan(rad(30)) - 1 / Math.tan(rad(30)),
-1,
2 * Math.tan(rad(30))
]);

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.TRIANGLES, 0, points.length / 2);

return canvas;
}
Insert cell

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