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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;
}
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