How to use setupSimpleTextureFragmentShader method in wpt

Best JavaScript code snippet using wpt

webgl-test-utils.js

Source:webgl-test-utils.js Github

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...118 gl, opt_positionLocation, opt_texcoordLocation) {119 opt_positionLocation = opt_positionLocation || 0;120 opt_texcoordLocation = opt_texcoordLocation || 1;121 var vs = setupSimpleTextureVertexShader(gl);122 var fs = setupSimpleTextureFragmentShader(gl);123 if (!vs || !fs) {124 return null;125 }126 var program = setupProgram(127 gl, [vs, fs], ['vPosition', 'texCoord0'],128 [opt_positionLocation, opt_texcoordLocation]);129 if (!program) {130 gl.deleteShader(fs);131 gl.deleteShader(vs);132 }133 gl.useProgram(program);134 return program;135 };136 /**...

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Using AI Code Generation

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1var gl = wpt.create3DContext("example");2var program = wpt.setupSimpleTextureFragmentShader(gl);3gl.useProgram(program);4var texCoordLocation = gl.getAttribLocation(program, "a_texCoord");5var positionLocation = gl.getAttribLocation(program, "a_position");6var textureLocation = gl.getUniformLocation(program, "u_texture");7var texCoordBuffer = gl.createBuffer();8gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);9gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([10 1, 1]), gl.STATIC_DRAW);11var positionBuffer = gl.createBuffer();12gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);13gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([14 1, 1]), gl.STATIC_DRAW);15var texture = gl.createTexture();16gl.bindTexture(gl.TEXTURE_2D, texture);17gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);18gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);19gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);20gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);21var image = new Image();22image.src = "resources/red-green.webp";23image.onload = function() {24 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);25 render();26};27function render() {28 gl.clearColor(0, 0, 0, 0);29 gl.clear(gl.COLOR_BUFFER_BIT);30 gl.useProgram(program);31 gl.enableVertexAttribArray(positionLocation);32 gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

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Using AI Code Generation

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1var texture = new WPTexture();2var shader = texture.setupSimpleTextureFragmentShader();3texture.setFragmentShader(shader);4WPTexture.prototype.setupSimpleTextureFragmentShader = function() {5 var shader = this.getFragmentShader();6 shader.setShaderSource("precision mediump float; uniform sampler2D uSampler; varying vec2 vTextureCoord; void main(void) { gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); }");7 return shader;8};9WPTexture.prototype.getFragmentShader = function() {10 if (!this.fragmentShader) {11 this.fragmentShader = new WPFragmentShader();12 }13 return this.fragmentShader;14};15WPShader.prototype.setShaderSource = function(shaderSource) {16 this.shaderSource = shaderSource;17};18WPShader.prototype.getShaderSource = function() {19 return this.shaderSource;20};21WPFragmentShader.prototype = new WPShader();22WPFragmentShader.prototype.constructor = WPFragmentShader;23function WPFragmentShader() {24 WPShader.call(this);25}26WPShader.prototype = new WPObject();27WPShader.prototype.constructor = WPShader;28function WPShader() {29 WPObject.call(this);30}31function WPObject() {32}33var texture = new WPTexture();34var texture = new WPTexture();35texture.setFragmentShader("precision mediump float; uniform sampler2D uSampler; varying vec2 vTextureCoord; void main(void) { gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); }");

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Using AI Code Generation

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1var gl = getWebGLContext();2var shader = new WpTextureFragmentShader(gl);3var program = shader.setupSimpleTextureFragmentShader();4var WpTextureFragmentShader = function(gl) {5 this.gl = gl;6}7WpTextureFragmentShader.prototype.setupSimpleTextureFragmentShader = function() {8 var fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER);9 var fragmentShaderSource = "precision mediump float;10varying vec4 v_color;11varying vec2 v_texCoord;12uniform sampler2D u_sampler;13void main(void) {14 gl_FragColor = v_color * texture2D(u_sampler, vec2(v_texCoord.s, v_texCoord.t));15}";16 this.gl.shaderSource(fragmentShader, fragmentShaderSource);17 this.gl.compileShader(fragmentShader);18 if (!this.gl.getShaderParameter(fragmentShader, this.gl.COMPILE_STATUS)) {19 throw this.gl.getShaderInfoLog(fragmentShader);20 }21 var program = this.gl.createProgram();22 this.gl.attachShader(program, fragmentShader);23 this.gl.linkProgram(program);24 if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {25 throw this.gl.getProgramInfoLog(program);26 }27 return program;28}

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Using AI Code Generation

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1var canvas = null;2var simpleTextureProgram = null;3var simpleTextureVertexPositionBuffer = null;4var simpleTextureVertexTextureCoordBuffer = null;5var simpleTextureVertexIndexBuffer = null;6var simpleTextureVertexIndexBufferLength = 0;7var simpleTextureMatrix = null;8var simpleTexture = null;9var simpleTextureVertexPositionAttribute = null;10var simpleTextureVertexTextureCoordAttribute = null;11function setup() {12 canvas = document.getElementById("canvas");13 gl = wptc.getWebGLContext(canvas);14 if(!gl) {15 console.log("Could not get webgl context");16 return;17 }18 simpleTextureProgram = wptc.setupSimpleTextureProgram(gl);19 if(!simpleTextureProgram) {20 console.log("Could not setup simple texture program");21 return;22 }23 simpleTextureVertexPositionBuffer = wptc.setupSimpleTextureVertexPositionBuffer(gl);24 if(!simpleTextureVertexPositionBuffer) {

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Using AI Code Generation

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1var wptc = require('./wptc');2var gl = null;3var program = null;4var texture = null;5var image = null;6var canvas = null;7function init() {8 canvas = document.getElementById("glcanvas");9 gl = canvas.getContext("webgl");10 if (!gl) {11 alert("Unable to initialize WebGL. Your browser or machine may not support it.");12 return;13 }14 gl.clearColor(0.0, 0.0, 0.0, 1.0);15 gl.clear(gl.COLOR_BUFFER_BIT);16 var vertexShader = wptc.createShaderFromScriptElement(gl, "2d-vertex-shader");17 var fragmentShader = wptc.createShaderFromScriptElement(gl, "2d-fragment-shader");18 program = wptc.createProgram(gl, [vertexShader, fragmentShader]);19 var positionLocation = gl.getAttribLocation(program, "a_position");20 var texcoordLocation = gl.getAttribLocation(program, "a_texCoord");21 var resolutionLocation = gl.getUniformLocation(program, "u_resolution");22 var textureSizeLocation = gl.getUniformLocation(program, "u_textureSize");23 var buffer = gl.createBuffer();24 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);25 setRectangle(gl, 0, 0, 200, 200);26 texture = gl.createTexture();27 gl.bindTexture(gl.TEXTURE_2D, texture);28 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);29 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);30 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);31 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA

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Using AI Code Generation

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1var gl = document.getElementById("glCanvas").getContext("experimental-webgl");2var program = wptexture.setupSimpleTextureFragmentShader(gl);3var texture = wptexture.setupTexture(gl, "image.png");4wptexture.renderTexture(gl, program, texture);5var wptexture = wptexture || {};6wptexture.setupSimpleTextureFragmentShader = function(gl) {7 var vertexShader = wptexture.getShader(gl, "vertex-shader");8 var fragmentShader = wptexture.getShader(gl, "fragment-shader");9 var program = gl.createProgram();10 gl.attachShader(program, vertexShader);11 gl.attachShader(program, fragmentShader);12 gl.linkProgram(program);13 if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {14 alert("Could not initialise shaders");15 }16 gl.useProgram(program);17 program.vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition");18 gl.enableVertexAttribArray(program.vertexPositionAttribute);19 program.textureCoordAttribute = gl.getAttribLocation(program, "aTextureCoord");20 gl.enableVertexAttribArray(program.textureCoordAttribute);21 return program;22};23wptexture.getShader = function(gl, id) {24 var shaderScript = document.getElementById(id);25 if (!shaderScript) {26 return null;27 }28 var str = "";29 var k = shaderScript.firstChild;30 while (k) {31 if (k.nodeType == 3) {32 str += k.textContent;33 }34 k = k.nextSibling;35 }36 var shader;37 if (shaderScript.type == "x-shader/x-fragment") {38 shader = gl.createShader(gl.FRAGMENT_SHADER);39 } else if (shaderScript.type == "x-shader/x-vertex") {40 shader = gl.createShader(gl.VERTEX_SHADER);41 } else {42 return null;43 }44 gl.shaderSource(shader, str);45 gl.compileShader(shader);46 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {47 alert(gl.getShaderInfoLog(shader));48 return null;49 }50 return shader;51};52wptexture.setupTexture = function(gl, imageSrc) {

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Using AI Code Generation

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1var wpt = new WebGLPixelTest();2var fragmentShader = wpt.setupSimpleTextureFragmentShader();3var gl = wpt.getGLContext();4var program = wpt.createProgram(fragmentShader);5var texture = wpt.createTexture();6var textureUnit = wpt.createTextureUnit();7var positionBuffer = wpt.createPositionBuffer();8var texCoordBuffer = wpt.createTexCoordBuffer();9var positionLocation = wpt.getAttribLocation(program, "a_position");10var texCoordLocation = wpt.getAttribLocation(program, "a_texCoord");11var textureLocation = wpt.getUniformLocation(program, "u_texture");12wpt.enableVertexAttribArray(positionLocation);13wpt.enableVertexAttribArray(texCoordLocation);14wpt.vertexAttribPointer(positionLocation, positionBuffer);15wpt.vertexAttribPointer(texCoordLocation, texCoordBuffer);16wpt.useProgram(program);17wpt.activeTexture(textureUnit);18wpt.bindTexture(texture);19wpt.uniform1i(textureLocation, textureUnit);20wpt.drawArrays();21var wpt = new WebGLPixelTest();22var vertexShader = wpt.setupSimpleTextureVertexShader();23var gl = wpt.getGLContext();24var program = wpt.createProgram(vertexShader);25var texture = wpt.createTexture();26var textureUnit = wpt.createTextureUnit();27var positionBuffer = wpt.createPositionBuffer();28var texCoordBuffer = wpt.createTexCoordBuffer();29var positionLocation = wpt.getAttribLocation(program, "a_position");30var texCoordLocation = wpt.getAttribLocation(program, "a_texCoord");31var textureLocation = wpt.getUniformLocation(program, "u_texture");32wpt.enableVertexAttribArray(positionLocation);33wpt.enableVertexAttribArray(texCoordLocation);34wpt.vertexAttribPointer(positionLocation, positionBuffer);35wpt.vertexAttribPointer(texCoordLocation, texCoordBuffer);36wpt.useProgram(program);37wpt.activeTexture(textureUnit);38wpt.bindTexture(texture);39wpt.uniform1i(textureLocation, textureUnit);40wpt.drawArrays();

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Using AI Code Generation

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1var canvas = document.createElement('canvas');2var gl = canvas.getContext('webgl');3document.body.appendChild(canvas);4var wptexture = new wptexture(gl);5var texture = wptexture.createTextureFromURL('texture.png');6var fragmentShader = wptexture.setupSimpleTextureFragmentShader();7var program = wptexture.createProgram(fragmentShader);8gl.useProgram(program);9gl.activeTexture(gl.TEXTURE0);10gl.bindTexture(gl.TEXTURE_2D, texture);11var textureSampler = gl.getUniformLocation(program, 'textureSampler');12gl.uniform1i(textureSampler, 0);13wptexture.drawTexture();14window.addEventListener('resize', function(){15 canvas.width = window.innerWidth;16 canvas.height = window.innerHeight;17 gl.viewport(0, 0, canvas.width, canvas.height);18 wptexture.drawTexture();19}, false);20window.addEventListener('load', function(){21 canvas.width = window.innerWidth;22 canvas.height = window.innerHeight;23 gl.viewport(0, 0, canvas.width, canvas.height);24 wptexture.drawTexture();25}, false);26window.addEventListener('orientationchange', function(){27 canvas.width = window.innerWidth;28 canvas.height = window.innerHeight;29 gl.viewport(0, 0, canvas.width, canvas.height);30 wptexture.drawTexture();31}, false);32window.addEventListener('devicemotion', function(){33 canvas.width = window.innerWidth;34 canvas.height = window.innerHeight;35 gl.viewport(0, 0, canvas.width, canvas.height);36 wptexture.drawTexture();37}, false);38window.addEventListener('deviceorientation', function(){

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