This JavaScript program demonstrates how to use the pixel coordiantes in the fragment shader interpolate angles in a WebGL program.
<!DOCTYPE html>
<html>
<head>
<title>XoaX.net's WebGL</title>
<script id="idVertexShader" type="c">
attribute vec2 av2Vertex;
void main() {
gl_Position = vec4(av2Vertex, 0.0, 1.0);
}
</script>
<script id="idFragmantShader" type="c">
precision mediump float;
uniform float ufCanvasWidth;
uniform float ufCanvasHeight;
float fMax = sqrt(ufCanvasWidth*ufCanvasWidth/8.0 + ufCanvasHeight*ufCanvasHeight/8.0);
float fMidX = ufCanvasWidth/2.0;
float fMidY = ufCanvasHeight/2.0;
void main() {
// gl_FragCoord must be accessed inside main()
// The angles are interpolated between these colors: 0 = red, 120 = green, 240 = blue
float fCX = gl_FragCoord.x - fMidX;
float fCY = gl_FragCoord.y - fMidY;
float fTheta = (atan(fCY, fCX)*180.0/3.14159);
float fR = sqrt(fCX*fCX + fCY*fCY)/fMax;
vec4 v4Color = vec4(0.0, fR, fR, 1.0);
// Angles are in the range -pi to pi or -180 to 180 after conversion.
if (0.0 <= fTheta && 120.0 > fTheta) {
v4Color = vec4(fR*(1.0 - fTheta/120.0), fR*(fTheta/120.0), 0.0, 1.0);
} else if (-120.0 <= fTheta && 0.0 > fTheta) {
fTheta = fTheta + 120.0;
v4Color = vec4(fR*(fTheta/120.0), 0.0, fR*(1.0 - fTheta/120.0), 1.0);
} else if (120.0 <= fTheta) { //0 to 60
fTheta = fTheta - 120.0;
v4Color = vec4(0.0, fR*(1.0 - fTheta/120.0), fR*(fTheta/120.0), 1.0);
} else {
fTheta = fTheta + 180.0; //0 to 60
v4Color = vec4(0.0, fR*(.5 - fTheta/120.0), fR*(.5 + fTheta/120.0), 1.0);
}
gl_FragColor = v4Color;
//gl_FragColor = vec4(gl_FragCoord.x/ufCanvasWidth, gl_FragCoord.x/ufCanvasWidth, gl_FragCoord.y/ufCanvasHeight, 1.0);
}
</script>
<script type="text/javascript">
var gqProgram = null;
var gqGL = null;
function CreateProgramAndContext() {
// Get the WebGL Context
var qCanvas = document.querySelector("#idCanvasWebGL");
gqGL = qCanvas.getContext("webgl");
// Compile the vertex shader
var sVertexShaderCode = document.querySelector("#idVertexShader").text;
var qVertexShader = gqGL.createShader(gqGL.VERTEX_SHADER);
gqGL.shaderSource(qVertexShader, sVertexShaderCode);
gqGL.compileShader(qVertexShader);
// Compile the fragment shader
var sFragmentShaderCode = document.querySelector("#idFragmantShader").text;
var qFragmentShader = gqGL.createShader(gqGL.FRAGMENT_SHADER);
gqGL.shaderSource(qFragmentShader, sFragmentShaderCode);
gqGL.compileShader(qFragmentShader);
// Compile and link the program
gqProgram = gqGL.createProgram();
gqGL.attachShader(gqProgram, qVertexShader);
gqGL.attachShader(gqProgram, qFragmentShader);
gqGL.linkProgram(gqProgram);
gqGL.useProgram(gqProgram);
}
function CreateBuffers() {
var fA = Math.sqrt(2) - 1.0;
var faVertices = new Float32Array([0.0, 0.0,
1.0, -fA, 1.0, fA, fA, 1.0, -fA, 1.0,
-1.0, fA, -1.0, -fA, -fA, -1.0, fA, -1.0,
1.0, -fA
]);
var qVerticesBuffer = gqGL.createBuffer();
gqGL.bindBuffer(gqGL.ARRAY_BUFFER, qVerticesBuffer);
gqGL.bufferData(gqGL.ARRAY_BUFFER, faVertices, gqGL.STATIC_DRAW);
var qVertexLoc = gqGL.getAttribLocation(gqProgram, 'av2Vertex');
gqGL.vertexAttribPointer(qVertexLoc, 2, gqGL.FLOAT, false, 0, 0);
gqGL.enableVertexAttribArray(qVertexLoc);
// Unbind the buffer
gqGL.bindBuffer(gqGL.ARRAY_BUFFER, null);
}
function Initialization() {
CreateProgramAndContext();
CreateBuffers();
var fCanvasWidth = gqGL.getUniformLocation(gqProgram, 'ufCanvasWidth');
var fCanvasHeight = gqGL.getUniformLocation(gqProgram, 'ufCanvasHeight');
gqGL.uniform1f(fCanvasWidth, gqGL.drawingBufferWidth);
gqGL.uniform1f(fCanvasHeight, gqGL.drawingBufferHeight);
gqGL.clearColor(0.7, 0.7, 0.7, 1.0);
gqGL.clear(gqGL.COLOR_BUFFER_BIT);
gqGL.drawArrays(gqGL.TRIANGLE_FAN, 0, 10);
}
</script>
</head>
<body onload="Initialization();">
<canvas id="idCanvasWebGL" width="400", height="400" style="border:1px solid black"></canvas>
</body>
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