const vs_src = ` attribute vec4 position; uniform mat4 mv_matrix; uniform mat4 projection_matrix; void main() { gl_Position = projection_matrix * mv_matrix * position; } `; const fs_src = ` void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `; export function init(gl) { const vshader = loadShader(gl, gl.VERTEX_SHADER, vs_src); const fshader = loadShader(gl, gl.FRAGMENT_SHADER, fs_src); const 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 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; }