const vs_src = ` attribute vec4 aVertexPosition; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; void main() { gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; } `; // Fragment shader program const fs_src = ` void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `; export class ShaderInfo { constructor(gl, program) { this.program = program; this.attribs = { position: gl.getAttribLocation(program, 'aVertexPosition') }; this.uniforms = { projectionMatrix: gl.getUniformLocation(program, 'uProjectionMatrix'), modelViewMatrix: gl.getUniformLocation(program, 'uModelViewMatrix') }; } } export function init(gl) { const vshader = loadShader(gl, gl.VERTEX_SHADER, vs_src); const fshader = loadShader(gl, gl.FRAGMENT_SHADER, fs_src); let program = gl.createProgram(); gl.attachShader(program, vshader); gl.attachShader(program, fshader); gl.linkProgram(program); if(!gl.getProgramParameter(program, gl.LINK_STATUS)) { alert("Unable to initialize shader program: " + gl.getProgramInfoLog(program)); return null; } return new ShaderInfo(gl, program); } export function loadShader(gl, type, src){ const shader = gl.createShader(type) gl.shaderSource(shader, src); gl.compileShader(shader); if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert('Failed to compile shader : ' + gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; }