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main.js
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function main() {
var canvas = document.getElementById("myCanvas");
var gl = canvas.getContext("webgl");
var vertices = [
-0.18, -0.4,
-0.1, -0.4,
-0.1, -0.4,
-0.1, 0.1,
-0.1, 0.1,
-0.26, 0,
-0.26, 0,
-0.26, -0.1,
-0.26, -0.1,
-0.18, -0.05,
-0.18, -0.05,
-0.18, -0.4,
0.1, 0.1,
0.36, 0.1,
0.1, 0.1,
0.1, -0.2,
0.36, 0.1,
0.36, 0,
0.36, 0,
0.18, 0,
0.18, 0,
0.18, -0.1,
0.18, -0.1,
0.36, -0.1,
0.36, -0.1,
0.36, -0.4,
0.1, -0.4,
0.36, -0.4,
0.1, -0.3,
0.1, -0.4,
0.1, -0.3,
0.28, -0.3,
0.28, -0.3,
0.28, -0.2,
0.28, -0.2,
0.1, -0.2,
-0.3, 0.2,
-0.3, 0.9,
-0.2, 0.9,
-0.3, 0.2,
-0.2, 0.9,
-0.2, 0.2,
-0.2, 0.9,
-0.2, 0.75,
0.05, 0.9,
0.05, 0.75,
-0.2, 0.75,
0.05, 0.9,
-0.2, 0.6,
-0.2, 0.5,
-0.05, 0.6,
-0.05, 0.5,
-0.2, 0.5,
-0.05, 0.6,
0.2, 0.9,
0.1, 0.2,
0.25, 0.9,
0.15, 0.2,
0.1, 0.2,
0.25, 0.9,
0.2, 0.9,
0.3, 0.2,
0.25, 0.9,
0.35, 0.2,
0.3, 0.2,
0.25, 0.9,
0.15, 0.45,
0.15, 0.37,
0.3, 0.45,
0.3, 0.37,
0.15, 0.37,
0.3, 0.45,
];
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertexShaderCode = `
attribute vec2 a_Position;
void main() {
gl_Position = vec4(a_Position, 0.0, 1.0);
gl_PointSize = 10.0;
}
`;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderCode);
gl.compileShader(vertexShader);
var fragmentShaderCode = `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderCode);
gl.compileShader(fragmentShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
//linked list untk memberikan informasi posisi koordinat yang akan digambar kpd program shader
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
var aPosition = gl.getAttribLocation(shaderProgram, "a_Position");
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aPosition);
gl.clearColor(1.0, 1.0, 1.0, 0.9);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.LINES, 0, 36);
gl.drawArrays(gl.TRIANGLES, 36, 36);
}