Firefox Tomorrow

guide

Hello GLSL

View on MDN ↗

Web/API/WebGL_API/By_example/Hello_vertex_attributes

This WebGL example demonstrates a very basic GLSL shader program that draws a solid color square.

[!NOTE] This example will most likely work in all modern desktop browsers. But it may not work in some mobile or older browsers. If the canvas remains blank, you can check the output of the next example, which draws exactly the same thing. But remember to read through the explanations and code on this page, before moving on to the next.

Hello World program in GLSL

Interactive exampleOpen the canonical MDN source to run this embedded demo.

A very simple first shader program.

<p>Hello World! Hello GLSL!</p>
<canvas>Your browser does not seem to support HTML canvas.</canvas>
body {
  text-align: center;
}
canvas {
  width: 280px;
  height: 210px;
  margin: auto;
  padding: 0;
  border: none;
  background-color: black;
}
button {
  display: block;
  font-size: inherit;
  margin: auto;
  padding: 0.6em;
}
<script type="x-shader/x-vertex" id="vertex-shader">
  #version 100
  void main() {
    gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
    gl_PointSize = 64.0;
  }
</script>
<script type="x-shader/x-fragment" id="fragment-shader">
  #version 100
  void main() {
    gl_FragColor = vec4(0.18, 0.54, 0.34, 1.0);
  }
</script>
const canvas = document.querySelector("canvas");

const gl = getRenderingContext();
let source = document.querySelector("#vertex-shader").innerHTML;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, source);
gl.compileShader(vertexShader);

source = document.querySelector("#fragment-shader").innerHTML;
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, source);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
  const linkErrLog = gl.getProgramInfoLog(program);
  cleanup();
  document.querySelector("p").textContent =
    `Shader program did not link successfully. Error log: ${linkErrLog}`;
  throw new Error("Program failed to link");
}

let buffer;
initializeAttributes();

gl.useProgram(program);
gl.drawArrays(gl.POINTS, 0, 1);

cleanup();

function getRenderingContext() {
  canvas.width = canvas.clientWidth;
  canvas.height = canvas.clientHeight;
  const gl = canvas.getContext("webgl");
  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.clear(gl.COLOR_BUFFER_BIT);
  return gl;
}

function initializeAttributes() {
  gl.enableVertexAttribArray(0);
  buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.vertexAttribPointer(0, 1, gl.FLOAT, false, 0, 0);
}

function cleanup() {
  gl.useProgram(null);
  if (buffer) {
    gl.deleteBuffer(buffer);
  }
  if (program) {
    gl.deleteProgram(program);
  }
}

The source code of this example is also available on GitHub.

Web/API/WebGL_API/By_example/Hello_vertex_attributes