Here is my vertex shader
attribute vec4 a_position;
varying vec4 v_color;
void main() {
gl_Position = vec4(a_position.xy, 0.0, 1.0);
v_color = gl_Position * 0.5 + 0.5;
}
Here is my fragment shader
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
Here is my JS, that sets up everything
var gl = document.getElementById("canvas").getContext('webgl');
var vertexShader = createShader(gl, gl.VERTEX_SHADER, window.vert);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, window.frag);
var program = createProgram(gl, vertexShader, fragmentShader);
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var positions = [
-1, -1,
-1, 1,
1, 1,
1, 1,
1, -1,
-1, -1,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
resizeCanvas(gl);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset)
// // draw
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
And I get the following output
But what I'm trying to achieve next is to animate this using some time variable similar to iTime
of ShaderToy.
How do I setup something like this?