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Textures from code - Web APIs | MDN
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Textures from code
This WebGL example provides a simple demonstration of procedural texturing with fragment shaders. That is, using code to generate textures for use in shading WebGL objects.
Drawing textures with code
Texturing a point sprite with calculations done per-pixel in the fragment shader.
<p>Texture from code. Simple demonstration of procedural texturing</p>
<canvas>Your browser does not seem to support canvases.</canvas>
body {
text-align: center;
}
canvas {
width: 280px;
height: 210px;
margin: auto;
padding: 0;
border: none;
background-color: black;
}
button {
display: block;
font-size: inherit;
margin: auto;
padding: 0.6em;
}
html
<script type="x-shader/x-vertex" id="vertex-shader">
#version 100
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
gl_PointSize = 128.0;
}
</script>
html
<script type="x-shader/x-fragment" id="fragment-shader">
#version 100
precision mediump float;
void main() {
vec2 fragmentPosition = 2.0*gl_PointCoord - 1.0;
float distance = length(fragmentPosition);
float distanceSq = distance * distance;
gl_FragColor = vec4(
0.2/distanceSq,
0.1/distanceSq,
0.0, 1.0 );
}
</script>
js
const canvas = document.querySelector("canvas");
const gl = getRenderingContext();
let source = document.querySelector("#vertex-shader").innerHTML;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, source);
gl.compileShader(vertexShader);
source = document.querySelector("#fragment-shader").innerHTML;
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, source);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const linkErrLog = gl.getProgramInfoLog(program);
cleanup();
document.querySelector("p").textContent =
`Shader program did not link successfully. Error log: ${linkErrLog}`;
throw new Error("Program failed to link");
}
let buffer;
initializeAttributes();
gl.useProgram(program);
gl.drawArrays(gl.POINTS, 0, 1);
cleanup();
function getRenderingContext() {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
const gl = canvas.getContext("webgl");
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return gl;
}
function initializeAttributes() {
gl.enableVertexAttribArray(0);
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.0, 0.0]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
}
function cleanup() {
gl.useProgram(null);
if (buffer) {
gl.deleteBuffer(buffer);
}
if (program) {
gl.deleteProgram(program);
}
}
The source code of this example is also available on GitHub.