var geoVS = `
attribute vec4 position;
attribute vec3 normal;
uniform mat4 matrix;
varying vec3 v_normal;
void main() {
gl_Position = matrix * position;
v_normal = (matrix * vec4(normal, 0)).xyz;
}
`;
var geoFS = `
precision mediump float;
uniform vec3 u_lightDir;
varying vec3 v_normal;
void main() {
gl_FragColor = vec4(dot(normalize(v_normal), u_lightDir) * .5 + .5);
}
`;
var imgVS = `
attribute vec4 position;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = position.xy * .5 + .5; // only works if position is -1 <-> +1 quad
}
`;
var imgFS = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D color1Tex;
uniform sampler2D color2Tex;
uniform sampler2D maskTex;
void main() {
// it probably doesn't make sense to use the same
// texcoords for all 3 textures but I'm lazy
vec4 color1 = texture2D(color1Tex, v_texcoord);
vec4 color2 = texture2D(color2Tex, v_texcoord);
vec4 mask = texture2D(maskTex, v_texcoord);
gl_FragColor = mix(color1, color2, mask);
}
`;
const m4 = twgl.m4;
const v3 = twgl.v3;
const gl = document.querySelector("canvas").getContext("webgl", {stencil: true});
const geoPrgInfo = twgl.createProgramInfo(gl, [geoVS, geoFS]);
const imgPrgInfo = twgl.createProgramInfo(gl, [imgVS, imgFS]);
const geoBufferInfo = twgl.primitives.createCubeBufferInfo(gl, 1);
const quadBufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
const textures = twgl.createTextures(gl, {
tex1: {
src: "https://farm9.staticflickr.com/8873/18598400202_3af67ef38f_z_d.jpg",
crossOrigin: "",
flipY: true,
},
tex2: {
src: "https://farm1.staticflickr.com/339/18414821420_e3d0a8ec5f_z_d.jpg",
crossOrigin: "",
flipY: true,
},
});
// with no options creates a framebuffer with an RGBA8 texture
// and depth buffer
const fbi = twgl.createFramebufferInfo(gl);
function render(time) {
time *= 0.001;
if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
// with no argument will resize to the canvas size
twgl.resizeFramebufferInfo(gl, fbi);
}
// calls gl.bindFramebuffer and gl.viewport
twgl.bindFramebufferInfo(gl, fbi);
// first draw the geometry to the texture
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
var fov = Math.PI * .25;
var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
var zNear = 0.1;
var zFar = 10;
var mat = m4.perspective(fov, aspect, zNear, zFar);
mat = m4.translate(mat, [0, 0, -3]);
mat = m4.rotateX(mat, time * 0.81);
mat = m4.rotateZ(mat, time * 0.77);
gl.useProgram(geoPrgInfo.program);
twgl.setBuffersAndAttributes(gl, geoPrgInfo, geoBufferInfo);
twgl.setUniforms(geoPrgInfo, {
matrix: mat,
u_lightDir: v3.normalize([1, 2, 3]),
});
gl.drawElements(gl.TRIANGLES, geoBufferInfo.numElements, gl.UNSIGNED_SHORT, 0);
// the texture now is black (0,0,0,0) where there's nothing and (1,1,1,1)
// where are geometry was drawn
// calls gl.bindFramebuffer and gl.viewport
twgl.bindFramebufferInfo(gl, null);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// draw image using our texture as a mask
gl.useProgram(imgPrgInfo.program);
twgl.setBuffersAndAttributes(gl, imgPrgInfo, quadBufferInfo);
twgl.setUniforms(imgPrgInfo, {
color1Tex: textures.tex1,
color2Tex: textures.tex2,
maskTex: fbi.attachments[0],
});
gl.drawElements(gl.TRIANGLES, quadBufferInfo.numElements, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
<canvas></canvas>