(gl,vertexScript,fragScript)
| 17 | } |
| 18 | |
| 19 | export function createProgram(gl,vertexScript,fragScript){ |
| 20 | let vertexShader = createShader(gl, vertexScript, gl.VERTEX_SHADER); |
| 21 | let fragShader = createShader(gl, fragScript, gl.FRAGMENT_SHADER); |
| 22 | |
| 23 | let program = gl.createProgram(); |
| 24 | gl.attachShader(program, vertexShader); |
| 25 | gl.attachShader(program, fragShader); |
| 26 | |
| 27 | gl.linkProgram(program); |
| 28 | |
| 29 | let linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| 30 | if (!linked) { |
| 31 | var lastError = gl.getProgramInfoLog(program); |
| 32 | error("Error in program linking: " + lastError); |
| 33 | gl.deleteProgram(program); |
| 34 | return null; |
| 35 | } |
| 36 | |
| 37 | var positionLocation = gl.getAttribLocation(program, "a_position"); |
| 38 | var texCoordLocation = gl.getAttribLocation(program, "a_texCoord"); |
| 39 | |
| 40 | var texCoordBuffer = gl.createBuffer(); |
| 41 | gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer); |
| 42 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 43 | -1.0, -1.0, |
| 44 | 1.0, -1.0, |
| 45 | -1.0, 1.0, |
| 46 | -1.0, 1.0, |
| 47 | 1.0, -1.0, |
| 48 | 1.0, 1.0 |
| 49 | ]), gl.STATIC_DRAW); |
| 50 | gl.enableVertexAttribArray(texCoordLocation); |
| 51 | gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0); |
| 52 | |
| 53 | // Create a buffer for the position of the rectangle corners. |
| 54 | var buffer = gl.createBuffer(); |
| 55 | gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| 56 | gl.enableVertexAttribArray(positionLocation); |
| 57 | gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); |
| 58 | |
| 59 | return program; |
| 60 | } |
| 61 | |
| 62 | export function createShader(gl,script,type){ |
| 63 | let shader = gl.createShader(type); |
nothing calls this directly
no test coverage detected