Created
October 26, 2016 19:32
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Example of use of IndexedTriangles
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import Math.Vector3 exposing (..) | |
import WebGL exposing (..) | |
import Html exposing (Html) | |
import Html.App as Html | |
import Html.Attributes exposing (width, height, style) | |
-- Create a mesh with a triangle and a square | |
type alias Vertex = { position : Vec3 } | |
triangle : Drawable Vertex | |
triangle = | |
WebGL.Triangle | |
[ ( { position = vec3 0 1 0 } | |
, { position = vec3 -1 -1 0 } | |
, { position = vec3 1 -1 0 } | |
) | |
] | |
square : Drawable Vertex | |
square = | |
WebGL.IndexedTriangles | |
( [ { position = vec3 1 1 0 } | |
, { position = vec3 -1 1 0 } | |
, { position = vec3 1 -1 0 } | |
, { position = vec3 -1 -1 0 } | |
] | |
, [ 0, 1, 2, 1, 2, 3] | |
) | |
main : Html msg | |
main = | |
WebGL.toHtml | |
[ width 400, height 400, style [("backgroundColor", "black")] ] | |
( [render vertexShader fragmentShader square { displacement = vec3 -1.5 0 0}] ++ | |
[render vertexShader fragmentShader triangle { displacement = vec3 1.5 0 0}] | |
) | |
-- Shaders | |
vertexShader : Shader Vertex { unif | displacement:Vec3 } {} | |
vertexShader = [glsl| | |
precision mediump float; | |
attribute vec3 position; | |
uniform vec3 displacement; | |
void main() { | |
gl_Position = vec4(0.3 * (position + displacement), 1); | |
} | |
|] | |
fragmentShader : Shader {} u {} | |
fragmentShader = [glsl| | |
precision mediump float; | |
void main () { | |
gl_FragColor = vec4(1, 1, 1, 1); | |
} | |
|] |
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