This JavaScript program demonstrates how to draw a line segment in a WebGL program.
<!DOCTYPE html>
<html>
<head>
<title>XoaX.net's WebGL</title>
<script id="idVertexShader" type="c">
// The attribute receives data from the buffer
attribute vec2 afEndPoints;
void main() {
gl_Position = vec4(afEndPoints, 0.0, 1.0);
}
</script>
<script id="idFragmantShader" type="c">
precision mediump float;
void main() {
gl_FragColor = vec4(.5, 1, 1, 1);
}
</script>
<script type="text/javascript">
function Render() {
// Get the WebGL Context
var qCanvas = document.querySelector("#idCanvasWebGL");
var qGL = qCanvas.getContext("webgl");
// Compile the vertex shader
var sVertexShaderCode = document.querySelector("#idVertexShader").text;
var qVertexShader = qGL.createShader(qGL.VERTEX_SHADER);
qGL.shaderSource(qVertexShader, sVertexShaderCode);
qGL.compileShader(qVertexShader);
// Compile the fragment shader
var sFragmentShaderCode = document.querySelector("#idFragmantShader").text;
var qFragmentShader = qGL.createShader(qGL.FRAGMENT_SHADER);
qGL.shaderSource(qFragmentShader, sFragmentShaderCode);
qGL.compileShader(qFragmentShader);
// Compile and link the program
var qProgram = qGL.createProgram();
qGL.attachShader(qProgram, qVertexShader);
qGL.attachShader(qProgram, qFragmentShader);
qGL.linkProgram(qProgram);
// Set up the buffer for the endpoints
var qEndpointAttributeLocation = qGL.getAttribLocation(qProgram, "afEndPoints");
var qEndpointBuffer = qGL.createBuffer();
qGL.bindBuffer(qGL.ARRAY_BUFFER, qEndpointBuffer);
qGL.bufferData(qGL.ARRAY_BUFFER, new Float32Array([ -.5, -.8, .7, .8]), qGL.STATIC_DRAW);
qGL.enableVertexAttribArray(qEndpointAttributeLocation);
qGL.vertexAttribPointer(qEndpointAttributeLocation, 2, qGL.FLOAT, false, 0, 0);
qGL.useProgram(qProgram);
qGL.clearColor(0, 0.7, 0.8, 1.0);
qGL.clear(qGL.COLOR_BUFFER_BIT);
qGL.drawArrays(qGL.LINES, 0, 2);
}
</script>
</head>
<body onload="Render();">
<canvas id="idCanvasWebGL" width="400", height="400" style="border:1px solid red"></canvas>
</body>
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