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index.html
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<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
/* IN CASE OF EMERGENCY */
/* USE WITH CAUTION */
var thanksForAllTheFish = 1
</script>
<style type="text/css">
body
{
margin: 0;
padding: 0;
}
canvas
{
display: block;
margin: 0;
padding: 0;
position: absolute;
left: 50%;
width: 50%;
height: 100%;
}
#code-editor
{
display: block;
margin: 0;
padding: 0;
position: absolute;
left: 0%;
width: 50%;
height: 100%;
font-size: 20px;
}
#errors
{
display: none;
padding: 20px;
position: absolute;
left: 50%;
right: 0px;
top: 0px;
bottom: 0px;
font-size: 20px;
background-color: #456;
color: #eee;
font-weight: bold;
}
#errors pre
{
white-space: pre-wrap;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="code-editor">precision mediump float;
uniform float time; // seconds
varying vec2 uv;
void main()
{
gl_FragColor = vec4(uv, 0.0, 1.0);
}
</div>
<div id="errors"></div>
<script type="text/javascript">
// from https://www.khronos.org/webgl/wiki/Debugging
/*function throwOnGLError(err, funcName, args) {
throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to: " + funcName;
};
function logGLCall(functionName, args) {
console.log("gl." + functionName + "(" +
WebGLDebugUtils.glFunctionArgsToString(functionName, args) + ")");
}
function validateNoneOfTheArgsAreUndefined(functionName, args) {
for (var ii = 0; ii < args.length; ++ii) {
if (args[ii] === undefined) {
console.error("undefined passed to gl." + functionName + "(" +
WebGLDebugUtils.glFunctionArgsToString(functionName, args) + ")");
}
}
}
function logAndValidate(functionName, args) {
logGLCall(functionName, args);
validateNoneOfTheArgsAreUndefined (functionName, args);
}*/
function resize()
{
canvas.width = canvas.clientWidth / thanksForAllTheFish
canvas.height = canvas.clientHeight / thanksForAllTheFish
gl.viewport(0, 0, canvas.width, canvas.height)
}
window.onload = function()
{
canvas = document.getElementById("canvas")
//gl = WebGLDebugUtils.makeDebugContext(canvas.getContext("webgl"), throwOnGLError, logAndValidate);
gl = canvas.getContext("webgl")
resize()
function makeVbo(buffer)
{
var vbo = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, vbo)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(buffer), gl.STATIC_DRAW)
return vbo
}
function destroyVbo(vbo)
{
gl.deleteBuffer(vbo)
}
var vs = "\
uniform vec2 resolution;\
attribute vec2 position;\
varying vec2 uv;\
void main()\
{\
uv = position;\
uv.x *= resolution.x / resolution.y;\
gl_Position = vec4(position, 0.0, 1.0);\
}\
"
var positions = [
-1.0, -1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0
]
var vboPositions = makeVbo(positions)
var program = null
function render()
{
var time = performance.now() * 0.001
gl.clearColor(0.8, 0.9, 1.0, 1.0)
gl.clear(gl.COLOR_BUFFER_BIT)
if (program && !program.errors.length)
{
program.bind()
program.setFloatUniform("time", time)
program.setVec2Uniform("resolution", [canvas.width, canvas.height])
gl.bindBuffer(gl.ARRAY_BUFFER, vboPositions)
gl.enableVertexAttribArray(0)
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, positions.length / 2)
}
requestAnimationFrame(render)
}
requestAnimationFrame(render)
function reload(editor)
{
var code = editor.getValue()
localStorage["code"] = code
if (program)
program.destroy()
program = new ShaderProgram(vs, code)
var errorDiv = document.getElementById("errors")
if (program.errors.length)
{
canvas.style.display = "none"
errorDiv.style.display = "block"
errorDiv.innerHTML = "<pre>" + program.errors.join("\n") + "</pre>"
}
else
{
canvas.style.display = "block"
errorDiv.style.display = "none"
program.bindAttribLocation(0, "position")
}
}
var editorDiv = document.getElementById("code-editor")
var editor = ace.edit(editorDiv)
editor.setTheme("ace/theme/monokai");
editor.getSession().setMode("ace/mode/glsl");
// remove annoying or conflicting shortcuts
editor.commands.bindKeys({"Ctrl+L": undefined, "Ctrl+P": undefined, "Ctrl+T": undefined})
editor.commands.addCommand({
name: "Reload code",
bindKey: "Ctrl+S",
exec: reload
})
if (localStorage["code"])
{
editor.setValue(localStorage["code"])
editor.selection.clearSelection()
}
reload(editor)
editor.focus()
}
window.onresize = resize
</script>
<script type="text/javascript" src="ShaderProgram.js"></script>
<script type="text/javascript" src="webgl-debug.js"></script>
<script src="lib/ace/ace.js"></script>
<script src="lib/ace/ext-searchbox.js"></script>
<script src="lib/ace/mode-glsl.js"></script>
<script src="lib/ace/mode-javascript.js"></script>
<script src="lib/ace/worker-javascript.js"></script>
<script src="lib/ace/theme-monokai.js"></script>
</body>
</html>