gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
vertexShader = loadShaderFromDOM("shader-vs");
fragmentShader = loadShaderFromDOM("shader-fs");
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
var vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-0.7, 0.7,
-0.7, -0.7,
0.7, 0.7,
-0.7, -0.7,
0.7, -0.7,
0.7, 0.7
]), gl.STATIC_DRAW);
var vertexLocation = gl.getAttribLocation(program, "aVertexPosition");
gl.vertexAttribPointer(vertexLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexLocation);
var textureBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, textureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0, 1,
0, 0,
1, 1,
0, 0,
1, 0,
1, 1
]), gl.STATIC_DRAW);
var textureLocation = gl.getAttribLocation(program, "aTexturePosition");
gl.vertexAttribPointer(textureLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(textureLocation);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(gl.getUniformLocation(program, 'uSampler'), 0);
gl.uniform4fv(gl.getUniformLocation(program, 'uColor'), toRGBA(formPane.v('color')));
gl.uniform1f(gl.getUniformLocation(program, 'uRadius'), formPane.v('radius'));
gl.uniform1f(gl.getUniformLocation(program, 'uAngle'), formPane.v('angle'));
gl.uniform2fv(gl.getUniformLocation(program, 'uCenter'), [formPane.v('centerX'), 1-formPane.v('centerY')]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}