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Copy path22.arrays.uniform.js
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22.arrays.uniform.js
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const vertexShaderSource = `#version 300 es
#pragma vscode_glsllint_stage: vert
layout(location=0) in vec4 aPosition;
layout(location=1) in vec3 aNormal;
out vec3 vPosition;
out vec3 vNormal;
void main()
{
gl_Position = aPosition;
vPosition = gl_Position.xyz;
vNormal = aNormal;
}`;
const fragmentShaderSource = `#version 300 es
#pragma vscode_glsllint_stage: frag
precision mediump float;
in vec3 vNormal;
in vec3 vPosition;
out vec4 fragColor;
// vec3 lightPosition = vec3(.5, .5, -1.1);
uniform vec3 uLightPositions[10];
void main()
{
float brightness = 0.0;
for (int i = 0; i < 10; i++)
{
vec3 offset = uLightPositions[i] - vPosition;
vec3 surfaceToLight = normalize(offset);
float distance = length(offset);
float diffuse = max(0.0, dot(surfaceToLight, normalize(vNormal)));
float attenuation = 0.0125 / (distance * distance);
brightness += diffuse * attenuation;
}
fragColor = vec4(1.0, 0.0, 0.0, 1.0) * brightness;
fragColor.a = 1.0;
}`;
const canvas = document.querySelector('canvas');
const gl = canvas.getContext('webgl2');
const program = gl.createProgram();
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log(gl.getShaderInfoLog(vertexShader));
console.log(gl.getShaderInfoLog(fragmentShader));
}
gl.useProgram(program);
const quad = new Float32Array([
// Quad (part 1: ◢)
// Positions Normals
-.75, -.75, 0, 0, 0, -1,
0.75, -.75, 0, 0, 0, -1,
0.75, 0.75, 0, 0, 0, -1,
// Quad (part 2: ◤)
0.75, 0.75, 0, 0, 0, -1,
-.75, 0.75, 0, 0, 0, -1,
-.75, -.75, 0, 0, 0, -1,
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 24, 0);
gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 24, 12);
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
const lightData = new Float32Array(30).map(() => Math.random() - .5);
gl.uniform3fv(gl.getUniformLocation(program, 'uLightPositions'), lightData);
gl.drawArrays(gl.TRIANGLES, 0, quad.byteLength / 24);