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@charset "UTF-8"; @import url(https://fonts.googleapis.com/css?family=Nunito+Sans:300,400,600,700,800); *, :after, :before { box-sizing: border-box; padding: 0; margin: 0; } body { height: 100vh; margin: 0; } body, html, #glcanvas { overflow: hidden } canvas { display: block; width: 100vw; height: 100vh; }
console.log("Event Fired") const canvas = document.getElementById('glcanvas'); const gl = canvas.getContext('webgl2') || canvas.getContext('webgl'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; function getShaderSource(id) { return document.getElementById(id).textContent; } const vertexShaderSource = getShaderSource('vertex-shader'); const fragmentShaderSource = getShaderSource('fragment-shader'); function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the shaders:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function createProgram(gl, vertexShader, fragmentShader) { const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(program)); return null; } return program; } const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); const program = createProgram(gl, vertexShader, fragmentShader); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); const positions = [ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); const positionLocation = gl.getAttribLocation(program, 'a_position'); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); gl.useProgram(program); const resolutionLocation = gl.getUniformLocation(program, 'u_resolution'); const timeLocation = gl.getUniformLocation(program, 'u_time'); gl.clearColor(0, 0, 0, 1); gl.clear(gl.COLOR_BUFFER_BIT); let startTime = null; function render(time) { if (!startTime) startTime = time; // Set the start time only once. const elapsedTime = (time - startTime) * 0.001; // Convert time to seconds. gl.uniform2f(resolutionLocation, canvas.width, canvas.height); gl.uniform1f(timeLocation, elapsedTime); // Pass elapsed time to the shader. gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(render); } resize(); function resize() { const devicePixelRatio = Math.min(window.devicePixelRatio || 1, 2); canvas.width = Math.floor(window.innerWidth * devicePixelRatio); canvas.height = Math.floor(window.innerHeight * devicePixelRatio); gl.viewport(0, 0, canvas.width, canvas.height); canvas.style.width = window.innerWidth + "px"; canvas.style.height = window.innerHeight + "px"; document.documentElement.requestFullscreen(); } window.addEventListener('resize', resize); requestAnimationFrame(render);