59 lines
1.2 KiB
Elm
59 lines
1.2 KiB
Elm
import Math.Vector3 (..)
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import Math.Matrix4 (..)
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import Graphics.WebGL (..)
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-- Create a mesh with two triangles
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type Vertex = { position:Vec3, color:Vec3 }
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mesh : [Triangle Vertex]
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mesh = [ ( Vertex (vec3 0 0 0) (vec3 1 0 0)
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, Vertex (vec3 1 1 0) (vec3 0 1 0)
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, Vertex (vec3 1 -1 0) (vec3 0 0 1)
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)
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]
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-- Create the scene
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main : Signal Element
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main = scene <~ foldp (+) 0 (fps 30)
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scene : Float -> Element
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scene t =
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webgl (400,400)
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[ entity vertexShader fragmentShader mesh { view = view (t / 1000) } ]
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view : Float -> Mat4
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view t =
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mul (makePerspective 45 1 0.01 100)
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(makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0))
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-- Shaders
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vertexShader : Shader { attr | position:Vec3, color:Vec3 } { unif | view:Mat4 } { vcolor:Vec3 }
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vertexShader = [glsl|
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attribute vec3 position;
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attribute vec3 color;
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uniform mat4 view;
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varying vec3 vcolor;
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void main () {
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gl_Position = view * vec4(position, 1.0);
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vcolor = color;
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}
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fragmentShader : Shader {} u { vcolor:Vec3 }
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fragmentShader = [glsl|
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precision mediump float;
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varying vec3 vcolor;
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void main () {
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gl_FragColor = vec4(vcolor, 1.0);
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}
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|]
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