blob: fd061aa27ae4213cbd4dce86c7fe65d071305a67 [file] [log] [blame]
<html>
<body style="margin: 0">
<canvas width="1000" height="1000"></canvas>
</body>
</html>
<script>
var canvas = document.getElementsByTagName("canvas")[0];
gl = canvas.getContext("experimental-webgl");
gl.clearColor(0.0, 1.0, 0.0, 1.0);
gl.viewport(0, 0, canvas.width, canvas.height);
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, "attribute vec4 vPosition;\nvoid main() { gl_Position = vPosition; }");
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }");
gl.compileShader(fragmentShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.bindAttribLocation(shaderProgram, 0, "vPosition");
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
var vertices = [];
var seedX = -1.0;
var seedY = 1.0;
for (var i = 1; i <= 10000; ++i) {
vertices.push(seedX);
vertices.push(seedY);
vertices.push(0);
seedX += 0.01;
vertices.push(seedX);
vertices.push(seedY - 0.02);
vertices.push(0);
seedX += 0.01;
vertices.push(seedX);
vertices.push(seedY);
vertices.push(0);
if (!(i % 100)) {
seedX = -1.0;
seedY -= 0.02;
}
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 30000);
gl.flush();
</script>