Lines Matching refs:gl
90 const gl = await getContextAsync();
91 gl.clearColor(0, 0, 1, 1);
92 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
93 gl.endFrameEXP();
97 const gl = await getContextAsync();
99 const vert = gl.createShader(gl.VERTEX_SHADER);
100 gl.shaderSource(vert, vertexShader);
101 gl.compileShader(vert);
102 const frag = gl.createShader(gl.FRAGMENT_SHADER);
103 gl.shaderSource(frag, fragShader);
104 gl.compileShader(frag);
106 const program = gl.createProgram();
107 gl.attachShader(program, vert);
108 gl.attachShader(program, frag);
109 gl.linkProgram(program);
110 gl.useProgram(program);
112 const buffer = gl.createBuffer();
113 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
115 gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
116 const positionAttrib = gl.getAttribLocation(program, 'position');
117 gl.enableVertexAttribArray(positionAttrib);
118 gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, false, 0, 0);
122 const texture = gl.createTexture();
123 gl.activeTexture(gl.TEXTURE0);
124 gl.bindTexture(gl.TEXTURE_2D, texture);
125 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
126 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
127 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, asset);
128 gl.uniform1i(gl.getUniformLocation(program, 'texture'), 0);
130 gl.clearColor(0, 0, 1, 1);
131 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
132 gl.drawArrays(gl.TRIANGLES, 0, verts.length / 2);
133 gl.endFrameEXP();
137 const gl = await getContextAsync();
139 const vert = gl.createShader(gl.VERTEX_SHADER);
140 gl.shaderSource(vert, vertexShader);
142 gl.compileShader(vert);
143 const frag = gl.createShader(gl.FRAGMENT_SHADER);
144 gl.shaderSource(frag, fragShader);
145 gl.compileShader(frag);
147 const program = gl.createProgram();
148 gl.attachShader(program, vert);
149 gl.attachShader(program, frag);
150 gl.linkProgram(program);
151 gl.useProgram(program);
153 const buffer = gl.createBuffer();
154 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
156 gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
157 const positionAttrib = gl.getAttribLocation(program, 'position');
158 gl.enableVertexAttribArray(positionAttrib);
159 gl.vertexAttribPointer(positionAttrib, 2, gl.FLOAT, false, 0, 0);
161 const texture = gl.createTexture();
162 gl.activeTexture(gl.TEXTURE0);
163 gl.bindTexture(gl.TEXTURE_2D, texture);
164 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
165 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
168 gl.texSubImage2D(
169 gl.TEXTURE_2D,
175 gl.RGBA,
176 gl.UNSIGNED_BYTE,
180 gl.uniform1i(gl.getUniformLocation(program, 'texture'), 0);
182 gl.clearColor(0, 0, 1, 1);
183 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
184 gl.drawArrays(gl.TRIANGLES, 0, verts.length / 2);
185 gl.endFrameEXP();