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gl-init.js
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var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
//var shaderProgram;
var lshaderProgram;
function initShaders() {
/*
{ // circle shader
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
//gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute =
gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute =
gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform =
gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform =
gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
*/
{ // line shader
var fragmentShader = getShader(gl, "lshader-fs");
var vertexShader = getShader(gl, "lshader-vs");
lshaderProgram = gl.createProgram();
gl.attachShader(lshaderProgram, vertexShader);
gl.attachShader(lshaderProgram, fragmentShader);
gl.linkProgram(lshaderProgram);
if (!gl.getProgramParameter(lshaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
//gl.useProgram(shaderProgram);
lshaderProgram.vertexPositionAttribute =
gl.getAttribLocation(lshaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(lshaderProgram.vertexPositionAttribute);
lshaderProgram.vertexColorAttribute =
gl.getAttribLocation(lshaderProgram, "aVertexColor");
gl.enableVertexAttribArray(lshaderProgram.vertexColorAttribute);
lshaderProgram.pMatrixUniform =
gl.getUniformLocation(lshaderProgram, "uPMatrix");
lshaderProgram.mvMatrixUniform =
gl.getUniformLocation(lshaderProgram, "uMVMatrix");
}
}