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<!DOCTYPE html>
<!-- Ported from the OpenGL Samples Pack https://github.com/g-truc/ogl-samples/blob/master/tests/gl-320-texture-fetch.cpp -->
<html lang="en">
<head>
<title>WebGL 2 Samples - texture_fetch</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="info">WebGL 2 Samples - texture_fetch</div>
<p id="description">
GLSL built-in function texelFetch is used for manual bilinear filtering.
</p>
<!-- WebGL 2 shaders -->
<script id="vs" type="x-shader/x-vertex">
#version 300 es
#define POSITION_LOCATION 0
#define TEXCOORD_LOCATION 4
precision highp float;
precision highp int;
uniform mat4 MVP;
layout(location = POSITION_LOCATION) in vec2 position;
layout(location = TEXCOORD_LOCATION) in vec2 texcoord;
out vec2 v_st;
void main()
{
v_st = texcoord;
gl_Position = MVP * vec4(position, 0.0, 1.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
uniform sampler2D diffuse;
in vec2 v_st;
out vec4 color;
void main()
{
vec2 size = vec2(textureSize(diffuse, 0) - 1);
vec2 texcoord = v_st * size;
ivec2 coord = ivec2(texcoord);
vec4 texel00 = texelFetch(diffuse, coord + ivec2(0, 0), 0);
vec4 texel10 = texelFetch(diffuse, coord + ivec2(1, 0), 0);
vec4 texel11 = texelFetch(diffuse, coord + ivec2(1, 1), 0);
vec4 texel01 = texelFetch(diffuse, coord + ivec2(0, 1), 0);
vec2 sampleCoord = fract(texcoord.xy);
vec4 texel0 = mix(texel00, texel01, sampleCoord.y);
vec4 texel1 = mix(texel10, texel11, sampleCoord.y);
color = mix(texel0, texel1, sampleCoord.x);
}
</script>
<script src="utility.js"></script>
<script>
(function () {
'use strict';
var canvas = document.createElement('canvas');
canvas.width = Math.min(window.innerWidth, window.innerHeight);
canvas.height = canvas.width;
document.body.appendChild(canvas);
var gl = canvas.getContext( 'webgl2', { antialias: false } );
var isWebGL2 = !!gl;
if(!isWebGL2) {
document.getElementById('info').innerHTML = 'WebGL 2 is not available. See <a href="https://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">How to get a WebGL 2 implementation</a>';
return;
}
// -- Init program
var program = createProgram(gl, getShaderSource('vs'), getShaderSource('fs'));
var mvpLocation = gl.getUniformLocation(program, 'MVP');
var diffuseLocation = gl.getUniformLocation(program, 'diffuse');
// -- Init buffers: vec2 Position, vec2 Texcoord
var positions = new Float32Array([
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0
]);
var vertexPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var texCoords = new Float32Array([
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
1.0, 0.0,
0.0, 0.0,
0.0, 1.0
]);
var vertexTexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// -- Init VertexArray
var vertexArray = gl.createVertexArray();
gl.bindVertexArray(vertexArray);
var vertexPosLocation = 0; // set with GLSL layout qualifier
gl.enableVertexAttribArray(vertexPosLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
gl.vertexAttribPointer(vertexPosLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertexTexLocation = 4; // set with GLSL layout qualifier
gl.enableVertexAttribArray(vertexTexLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexBuffer);
gl.vertexAttribPointer(vertexTexLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindVertexArray(null);
loadImage('../assets/img/Di-3d.png', function(image) {
// -- Init Texture
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
// -- Render
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
var matrix = new Float32Array([
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.0, 1.0
]);
gl.useProgram(program);
gl.uniformMatrix4fv(mvpLocation, false, matrix);
gl.uniform1i(diffuseLocation, 0);
gl.bindVertexArray(vertexArray);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// Delete WebGL resources
gl.deleteBuffer(vertexPosBuffer);
gl.deleteBuffer(vertexTexBuffer);
gl.deleteTexture(texture);
gl.deleteProgram(program);
gl.deleteVertexArray(vertexArray);
});
})();
</script>
<div id="highlightedLines" style="display: none">#L58-L61</div>
</body>
</html>