diff --git a/README.md b/README.md index 2d26873..bcce83c 100644 --- a/README.md +++ b/README.md @@ -1,362 +1,38 @@ -------------------------------------------------------------------------------- -CIS565: Project 5: WebGL -------------------------------------------------------------------------------- -Fall 2014 -------------------------------------------------------------------------------- -Due Monday 11/03/2014 -------------------------------------------------------------------------------- - -------------------------------------------------------------------------------- -NOTE: -------------------------------------------------------------------------------- -This project requires any graphics card with support for a modern OpenGL -pipeline. Any AMD, NVIDIA, or Intel card from the past few years should work -fine, and every machine in the SIG Lab and Moore 100 is capable of running -this project. - -This project also requires a WebGL capable browser. The project is known to -have issues with Chrome on windows, but Firefox seems to run it fine. - -------------------------------------------------------------------------------- -INTRODUCTION: -------------------------------------------------------------------------------- -In this project, you will get introduced to the world of GLSL in two parts: -vertex shading and fragment shading. The first part of this project is the -Image Processor, and the second part of this project is a Wave Vertex Shader. - -In the first part of this project, you will implement a GLSL vertex shader as -part of a WebGL demo. You will create a dynamic wave animation using code that -runs entirely on the GPU. - -In the second part of this project, you will implement a GLSL fragment shader -to render an interactive globe in WebGL. This will include texture blending, -bump mapping, specular masking, and adding a cloud layer to give your globe a -uniquie feel. - -------------------------------------------------------------------------------- -CONTENTS: -------------------------------------------------------------------------------- -The Project5 root directory contains the following subdirectories: - -* js/ contains the javascript files, including external libraries, necessary. -* assets/ contains the textures that will be used in the second half of the - assignment. -* resources/ contains the screenshots found in this readme file. - -------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: -------------------------------------------------------------------------------- - -In Part 1, you are given code for: - -* Drawing a VBO through WebGL -* Javascript code for interfacing with WebGL -* Functions for generating simplex noise - -You are required to implement the following: - -* A sin-wave based vertex shader: - -![Example sin wave grid](resources/sinWaveGrid.png) - -* One interesting vertex shader of your choice - -------------------------------------------------------------------------------- -PART 1 WALKTHROUGH: -------------------------------------------------------------------------------- -**Sin Wave** - -* For this assignment, you will need the latest version of Firefox. -* Begin by opening index.html. You should see a flat grid of black and white - lines on the xy plane: - -![Example boring grid](resources/emptyGrid.png) - -* In this assignment, you will animate the grid in a wave-like pattern using a - vertex shader, and determine each vertex’s color based on its height, as seen - in the example in the requirements. -* The vertex and fragment shader are located in script tags in `index.html`. -* The JavaScript code that needs to be modified is located in `index.js`. -* Required shader code modifications: - * Add a float uniform named u_time. - * Modify the vertex’s height using the following code: - - ```glsl - float s_contrib = sin(position.x*2.0*3.14159 + u_time); - float t_contrib = cos(position.y*2.0*3.14159 + u_time); - float height = s_contrib*t_contrib; - ``` - - * Use the GLSL mix function to blend together two colors of your choice based - on the vertex’s height. The lowest possible height should be assigned one - color (for example, `vec3(1.0, 0.2, 0.0)`) and the maximum height should be - another (`vec3(0.0, 0.8, 1.0)`). Use a varying variable to pass the color to - the fragment shader, where you will assign it `gl_FragColor`. - - * Using dat.gui, you will add color pickers to modify the max and min colors - via GUI. You will do this by adding the proper uniforms to the fragment - shader, and using the addColor function from dat.GUI. - -* Required JavaScript code modifications: - * A floating-point time value should be increased every animation step. - Hint: the delta should be less than one. - * To pass the time to the vertex shader as a uniform, first query the location - of `u_time` using `context.getUniformLocation` in `initializeShader()`. - Then, the uniform’s value can be set by calling `context.uniform1f` in - `animate()`. - -**Wave Of Your Choice** - -* Create another copy of `index.html`. Call it `index_custom.html`, or - something similar. -* Implement your own interesting vertex shader! In your README.md with your - submission, describe your custom vertex shader, what it does, and how it - works. - -------------------------------------------------------------------------------- -PART 2 REQUIREMENTS: -------------------------------------------------------------------------------- -In Part 2, you are given code for: - -* Reading and loading textures -* Rendering a sphere with textures mapped on -* Basic passthrough fragment and vertex shaders -* A basic globe with Earth terrain color mapping -* Gamma correcting textures -* javascript to interact with the mouse - * left-click and drag moves the camera around - * right-click and drag moves the camera in and out - -You are required to implement: - -* Bump mapped terrain -* Rim lighting to simulate atmosphere -* Night-time lights on the dark side of the globe -* Specular mapping -* Moving clouds - -You are also required to pick one open-ended effect to implement: - -* Procedural water rendering and animation using noise -* Shade based on altitude using the height map -* Cloud shadows via ray-tracing through the cloud map in the fragment shader -* Orbiting Moon with texture mapping and shadow casting onto Earth -* Draw a skybox around the entire scene for the stars. -* Your choice! Email Liam and Patrick to get approval first - -Finally in addition to your readme, you must also set up a gh-pages branch -(explained below) to expose your beautiful WebGL globe to the world. - -Some examples of what your completed globe renderer will look like: - -![Completed globe, day side](resources/globe_day.png) - -Figure 0. Completed globe renderer, daylight side. - -![Completed globe, twilight](resources/globe_twilight.png) - -Figure 1. Completed globe renderer, twilight border. +CIS 565 Project5 : WebGL +=================== -![Completed globe, night side](resources/globe_night.png) - -Figure 2. Completed globe renderer, night side. - -------------------------------------------------------------------------------- -PART 2 WALKTHROUGH: -------------------------------------------------------------------------------- - -Open part2/frag_globe.html in Firefox to run it. You’ll see a globe -with Phong lighting like the one in Figure 3. All changes you need to make -will be in the fragment shader portion of this file. - -![Initial globe](resources/globe_initial.png) - -Figure 3. Initial globe with diffuse and specular lighting. - -**Night Lights** - -The backside of the globe not facing the sun is completely black in the -initial globe. Use the `diffuse` lighting component to detect if a fragment -is on this side of the globe, and, if so, shade it with the color from the -night light texture, `u_Night`. Do not abruptly switch from day to night; -instead use the `GLSL mix` function to smoothly transition from day to night -over a reasonable period. The resulting globe will look like Figure 4. -Consider brightening the night lights by multiplying the value by two. - -The base code shows an example of how to gamma correct the nighttime texture: - -```glsl -float gammaCorrect = 1/1.2; -vec4 nightColor = pow(texture2D(u_Night, v_Texcoord), vec4(gammaCorrect)); -``` - -Feel free to play with gamma correcting the night and day textures if you -wish. Find values that you think look nice! - -![Day/Night without specular mapping](resources/globe_nospecmap.png) - -Figure 4. Globe with night lights and day/night blending at dusk/dawn. - -**Specular Map** - -Our day/night color still shows specular highlights on landmasses, which -should only be diffuse lit. Only the ocean should receive specular highlights. -Use `u_EarthSpec` to determine if a fragment is on ocean or land, and only -include the specular component if it is in ocean. - -![Day/Night with specular mapping](resources/globe_specmap.png) - -Figure 5. Globe with specular map. Compare to Figure 4. Here, the specular -component is not used when shading the land. - -**Clouds** - -In day time, clouds should be diffuse lit. Use `u_Cloud` to determine the -cloud color, and `u_CloudTrans` and `mix` to determine how much a daytime -fragment is affected by the day diffuse map or cloud color. See Figure 6. - -In night time, clouds should obscure city lights. Use `u_CloudTrans` and `mix` -to blend between the city lights and solid black. See Figure 7. - -Animate the clouds by offseting the `s` component of `v_Texcoord` by `u_time` -when reading `u_Cloud` and `u_CloudTrans`. - -![Day with clouds](resources/globe_daycloud.png) - -Figure 6. Clouds with day time shading. - -![Night with clouds](resources/globe_nightcloud.png) - -Figure 7. Clouds observing city nights on the dark side of the globe. - -**Bump Mapping** - -Add the appearance of mountains by perturbing the normal used for diffuse -lighting the ground (not the clouds) by using the bump map texture, `u_Bump`. -This texture is 1024x512, and is zero when the fragment is at sea-level, and -one when the fragment is on the highest mountain. Read three texels from this -texture: once using `v_Texcoord`; once one texel to the right; and once one -texel above. Create a perturbed normal in tangent space: - -`normalize(vec3(center - right, center - top, 0.2))` - -Use `eastNorthUpToEyeCoordinates` to transform this normal to eye coordinates, -normalize it, then use it for diffuse lighting the ground instead of the -original normal. - -![Globe with bump mapping](resources/globe_bumpmap.png) - -Figure 8. Bump mapping brings attention to mountains. - -**Rim Lighting** - -Rim lighting is a simple post-processed lighting effect we can apply to make -the globe look as if it has an atmospheric layer catching light from the sun. -Implementing rim lighting is simple; we being by finding the dot product of -`v_Normal` and `v_Position`, and add 1 to the dot product. We call this value -our rim factor. If the rim factor is greater than 0, then we add a blue color -based on the rim factor to the current fragment color. You might use a color -something like `vec4(rim/4, rim/2, rim/2, 1)`. If our rim factor is not greater -than 0, then we leave the fragment color as is. Figures 0,1 and 2 show our -finished globe with rim lighting. - -For more information on rim lighting, -read http://www.fundza.com/rman_shaders/surface/rim_effects/index.html. - -------------------------------------------------------------------------------- -GH-PAGES -------------------------------------------------------------------------------- -Since this assignment is in WebGL you will make your project easily viewable by -taking advantage of GitHub's project pages feature. +Fall 2014 -Once you are done you will need to create a new branch named gh-pages: +Author: Dave Kotfis -`git branch gh-pages` +##Overview -Switch to your new branch: +###Part 1: Wave Vertex Shading -`git checkout gh-pages` +This component of the project consists of procedurally animating and coloring a wireframe using a GLSL vertex shader in WebGL. This uses a javascript GUI element for the user to select 2 colors, and the shader interpolates between them based on height. -Create an index.html file that is either your renamed frag_globe.html or -contains a link to it, commit, and then push as usual. Now you can go to +There are two different wave calculations. One is based on sine and cosine functions in cartesian space, and the other uses positive and negative gaussian bumps moving in ellipsoid patterns. -`.github.io/` +###Part 2: Global Fragment Shading -to see your beautiful globe from anywhere. +This component of the project consists of shading the surface of a globe using a fragment shader. It utilizes textures containing a terrain, night-lighting, clouds, and elevation data. It blends between night and day coloring based on the relative direction of the normal and the sun. It only implements a specular reflection from water surfaces. Bump mapping creates diffuse shading on land that show mountains. A rim coloring method creates an atmospheric effect. -------------------------------------------------------------------------------- -README -------------------------------------------------------------------------------- -All students must replace or augment the contents of this Readme.md in a clear -manner with the following: +I also implemented an elevation based shading scheme that darkens areas that are further away. -* A brief description of the project and the specific features you implemented. -* At least one screenshot of your project running. -* A 30 second or longer video of your project running. To create the video you - can use http://www.microsoft.com/expression/products/Encoder4_Overview.aspx -* A performance evaluation (described in detail below). +##Results -------------------------------------------------------------------------------- -PERFORMANCE EVALUATION -------------------------------------------------------------------------------- -The performance evaluation is where you will investigate how to make your -program more efficient using the skills you've learned in class. You must have -performed at least one experiment on your code to investigate the positive or -negative effects on performance. +Here are some screenshots of the vertex shaders from part 1. Click on an image to demo. -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. +[![Sine Wave Vertex Shader](resources/SinWave.png)] (http://dkotfis.github.io/Project5-WebGL/vert_wave.html) -Each student should provide no more than a one page summary of their -optimizations along with tables and or graphs to visually explain any -performance differences. +[![Gaussian Vertex Shader] (resources/Gaussians.png)] (http://dkotfis.github.io/Project5-WebGL/moving_gaussian.html) -In this homework, we do not expect crazy performance evaluation in terms of -optimizations. However, it would be good to take performance benchmarks at -every step in this assignment to see how complicated fragment shaders affect the -overall speed. You can do this by using stats.js. +Here are some screenshots of the fragment globe shaders from part 2. The first is without the altitude shading, and the other includes it. Click on the second image to demo. -------------------------------------------------------------------------------- -THIRD PARTY CODE POLICY -------------------------------------------------------------------------------- -* Use of any third-party code must be approved by asking on the Google groups. - If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the ray tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code must be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will result in you - receiving an F for the semester. +![WebGL Globe] (resources/NoElevationShading.png) -------------------------------------------------------------------------------- -SELF-GRADING -------------------------------------------------------------------------------- -* On the submission date, email your grade, on a scale of 0 to 100, to Harmony, - harmoli+cis565@seas.upenn.com, with a one paragraph explanation. Be concise and - realistic. Recall that we reserve 30 points as a sanity check to adjust your - grade. Your actual grade will be (0.7 * your grade) + (0.3 * our grade). We - hope to only use this in extreme cases when your grade does not realistically - reflect your work - it is either too high or too low. In most cases, we plan - to give you the exact grade you suggest. -* Projects are not weighted evenly, e.g., Project 0 doesn't count as much as - the path tracer. We will determine the weighting at the end of the semester - based on the size of each project. +[![WebGL Globe With Extended Features] (resources/ElevationShading.png)] (http://dkotfis.github.io/Project5-WebGL/frag_globe.html) ---- -SUBMISSION ---- -As with the previous project, you should fork this project and work inside of -your fork. Upon completion, commit your finished project back to your fork, and -make a pull request to the master repository. You should include a README.md -file in the root directory detailing the following +##Performance Evaluation -* A brief description of the project and specific features you implemented -* At least one screenshot of your project running. -* A link to a video of your project running. -* Instructions for building and running your project if they differ from the - base code. -* A performance writeup as detailed above. -* A list of all third-party code used. -* This Readme file edited as described above in the README section. +No current performance evaluation to show since I have not gotten stats.js to work. diff --git a/frag_globe.html b/frag_globe.html index e074492..47aac9c 100644 --- a/frag_globe.html +++ b/frag_globe.html @@ -1,4 +1,4 @@ - + Fragment Globe @@ -78,21 +78,54 @@ // normalized eye-to-position vector in camera coordinates vec3 eyeToPosition = normalize(v_Position); - float diffuse = clamp(dot(u_CameraSpaceDirLight, normal), 0.0, 1.0); + float diffuseCloud = clamp(dot(u_CameraSpaceDirLight, normal), 0.0, 1.0); + float mixFactor = clamp(dot(u_CameraSpaceDirLight, normal), -1.0, 1.0); + //Compute ground diffuse term with bump mapping + float b_center = texture2D(u_Bump, v_Texcoord).r; + float b_right = texture2D(u_Bump, v_Texcoord + vec2(1.0/1024.0, 0.0)).r; + float b_top = texture2D(u_Bump, v_Texcoord + vec2(0.0, 1.0/512.0)).r; + vec3 bumpNormal = eastNorthUpToEyeCoordinates(v_positionMC, v_Normal)*normalize(vec3(b_center-b_right, b_center-b_top, 0.2)); + float diffuseGround = clamp(dot(u_CameraSpaceDirLight, bumpNormal), 0.0, 1.0); + + //Compute elevation shading term based on bump map + float altShade = 0.5 + 0.5*b_center; + + //Compute specular (applied for water only) vec3 toReflectedLight = reflect(-u_CameraSpaceDirLight, normal); - float specular = max(dot(toReflectedLight, -eyeToPosition), 0.0); + float specular = max(dot(toReflectedLight, -eyeToPosition), 0.0) * texture2D(u_EarthSpec, v_Texcoord).r; specular = pow(specular, 20.0); - float gammaCorrect = 1.0/1.2; //gamma correct by 1/1.2 + float gammaCorrect = 1.0/1.2; vec3 dayColor = texture2D(u_DayDiffuse, v_Texcoord).rgb; vec3 nightColor = texture2D(u_Night, v_Texcoord).rgb; - //apply gamma correction to nighttime texture + + //Apply Gamma correction nightColor = pow(nightColor,vec3(gammaCorrect)); - vec3 color = ((0.6 * diffuse) + (0.4 * specular)) * dayColor; - gl_FragColor = vec4(color, 1.0); + //Compute rim coloring + float rimFactor = clamp(dot(v_Normal, v_Position) + 1.0, 0.0, 0.5); + vec3 rimColor = vec3(0.0, 0.0, 0.0); + if (rimFactor > 0.0) { + rimColor = vec3(rimFactor/4.0, rimFactor/2.0, rimFactor/2.0); + } + + //Compute ground and cloud colors + vec3 cloudColor = (0.6 * diffuseCloud) * texture2D(u_Cloud, v_Texcoord).rgb; + vec3 groundColor = ((0.6 * diffuseGround) + (0.4 * specular)) * altShade * dayColor; + + //Mix ground with cloud color for day color + vec3 colorDay = mix(cloudColor, groundColor, texture2D(u_CloudTrans,v_Texcoord).r); + + //Mix night side with cloud darkness + vec3 colorNight = mix(vec3(0.0), nightColor, texture2D(u_CloudTrans,v_Texcoord).r); + + //Mix day and night + vec3 color = mix(colorNight, colorDay, (mixFactor+1.0)/2.0 + 0.2); + + //Add rim color to result + gl_FragColor = vec4(color+rimColor, 1.0); } mat3 eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC) diff --git a/index.html b/index.html new file mode 100644 index 0000000..47aac9c --- /dev/null +++ b/index.html @@ -0,0 +1,152 @@ + + + +Fragment Globe + + + + + +
+ + + + + + + + + + + + diff --git a/js/frag_globe.js b/js/frag_globe.js index f37830d..2e3887f 100644 --- a/js/frag_globe.js +++ b/js/frag_globe.js @@ -237,7 +237,6 @@ function animate() { /////////////////////////////////////////////////////////////////////////// // Update - var model = mat4.create(); mat4.identity(model); mat4.rotate(model, 23.4/180*Math.PI, [0.0, 0.0, 1.0]); diff --git a/moving_gaussian.html b/moving_gaussian.html new file mode 100644 index 0000000..79c7859 --- /dev/null +++ b/moving_gaussian.html @@ -0,0 +1,254 @@ + + + +Moving Gaussian + + + + + +
+ + + + + + + + + + + + + + diff --git a/resources/ElevationShading.png b/resources/ElevationShading.png new file mode 100644 index 0000000..0120818 Binary files /dev/null and b/resources/ElevationShading.png differ diff --git a/resources/Gaussians.png b/resources/Gaussians.png new file mode 100644 index 0000000..57c7da4 Binary files /dev/null and b/resources/Gaussians.png differ diff --git a/resources/NoElevationShading.png b/resources/NoElevationShading.png new file mode 100644 index 0000000..0ab3788 Binary files /dev/null and b/resources/NoElevationShading.png differ diff --git a/resources/SinWave.png b/resources/SinWave.png new file mode 100644 index 0000000..d32325b Binary files /dev/null and b/resources/SinWave.png differ diff --git a/resources/Thumbs.db b/resources/Thumbs.db new file mode 100644 index 0000000..26af2ec Binary files /dev/null and b/resources/Thumbs.db differ diff --git a/resources/emptyGrid.png b/resources/emptyGrid.png deleted file mode 100644 index 2ee870f..0000000 Binary files a/resources/emptyGrid.png and /dev/null differ diff --git a/resources/globe_bumpmap.png b/resources/globe_bumpmap.png deleted file mode 100644 index fa91a9f..0000000 Binary files a/resources/globe_bumpmap.png and /dev/null differ diff --git a/resources/globe_day.png b/resources/globe_day.png deleted file mode 100644 index e3cbf1f..0000000 Binary files a/resources/globe_day.png and /dev/null differ diff --git a/resources/globe_daycloud.png b/resources/globe_daycloud.png deleted file mode 100644 index ff00096..0000000 Binary files a/resources/globe_daycloud.png and /dev/null differ diff --git a/resources/globe_initial.png b/resources/globe_initial.png deleted file mode 100644 index 1e3bde5..0000000 Binary files a/resources/globe_initial.png and /dev/null differ diff --git a/resources/globe_night.png b/resources/globe_night.png deleted file mode 100644 index 6401768..0000000 Binary files a/resources/globe_night.png and /dev/null differ diff --git a/resources/globe_nightcloud.png b/resources/globe_nightcloud.png deleted file mode 100644 index 781aec0..0000000 Binary files a/resources/globe_nightcloud.png and /dev/null differ diff --git a/resources/globe_nospecmap.png b/resources/globe_nospecmap.png deleted file mode 100644 index c370735..0000000 Binary files a/resources/globe_nospecmap.png and /dev/null differ diff --git a/resources/globe_specmap.png b/resources/globe_specmap.png deleted file mode 100644 index 7ff01a5..0000000 Binary files a/resources/globe_specmap.png and /dev/null differ diff --git a/resources/globe_twilight.png b/resources/globe_twilight.png deleted file mode 100644 index ac5ea5c..0000000 Binary files a/resources/globe_twilight.png and /dev/null differ diff --git a/resources/oceanWave.png b/resources/oceanWave.png deleted file mode 100644 index 73b65d5..0000000 Binary files a/resources/oceanWave.png and /dev/null differ diff --git a/resources/sinWaveGrid.png b/resources/sinWaveGrid.png deleted file mode 100644 index 733f8d8..0000000 Binary files a/resources/sinWaveGrid.png and /dev/null differ diff --git a/vert_wave.html b/vert_wave.html index 5c7495b..296cbe5 100644 --- a/vert_wave.html +++ b/vert_wave.html @@ -1,4 +1,4 @@ - + Vertex Wave @@ -17,26 +17,33 @@ attribute vec2 position; uniform mat4 u_modelViewPerspective; + uniform float u_time; + uniform vec3 u_color1; + uniform vec3 u_color2; + + varying vec3 fs_color; void main(void) { - // NOTE : according to the WebGL standard, 0.0f is not accepted - float height = 0.0; + float s_contrib = sin(position.x*2.0*3.14159 + u_time); + float t_contrib = cos(position.y*2.0*3.14159 + u_time); + float height = s_contrib*t_contrib; // NOTE : gl_Position is always a vec4 - gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); + gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); + + fs_color = mix(u_color1, u_color2, height); } @@ -45,7 +52,9 @@ var positionLocation = 0; var heightLocation = 1; var u_modelViewPerspectiveLocation; - var u_color; + var u_timeLocation; + var u_color1Location; + var u_color2Location; var heights; var numberOfIndices; @@ -54,9 +63,13 @@ var center = [0.0, 0.0, 0.0]; var up = [0.0, 0.0, 1.0]; + var time = 0.0; - var NUM_WIDTH_PTS = 32; - var NUM_HEIGHT_PTS = 32; + var color1 = [0.0, 255.0, 0.0]; + var color2 = [0.0, 0.0, 255.0]; + + var NUM_WIDTH_PTS = 100; + var NUM_HEIGHT_PTS = 100; var message; var canvas; @@ -64,7 +77,7 @@ var persp = mat4.create(); var view = mat4.create(); - + // Function called when the window is loaded window.onload = function() { // Add GUI component @@ -72,6 +85,10 @@ init(); + // Setup color controller + gui.addColor(this, 'color1'); + gui.addColor(this, 'color2'); + animate(); }; @@ -111,10 +128,18 @@ // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); - context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniform1f(u_timeLocation, time); + var col1 = [color1[0] / 255.0, color1[1] / 255.0, color1[2] / 255.0]; + var col2 = [color2[0] / 255.0, color2[1] / 255.0, color2[2] / 255.0]; + context.uniform3fv(u_color1Location, col1); + context.uniform3fv(u_color2Location, col2); context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); window.requestAnimFrame(animate); + + // Update the timestep + time += 0.01; } function initializeShader() { @@ -122,10 +147,12 @@ var vs = getShaderSource(document.getElementById("vs")); var fs = getShaderSource(document.getElementById("fs")); - var program = createProgram(context, vs, fs, message); - context.bindAttribLocation(program, positionLocation, "position"); - u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); - u_colorLocation = context.getUniformLocation(program, "u_color"); + var program = createProgram(context, vs, fs, message); + context.bindAttribLocation(program, positionLocation, "position"); + u_modelViewPerspectiveLocation = context.getUniformLocation(program, "u_modelViewPerspective"); + u_timeLocation = context.getUniformLocation(program, "u_time"); + u_color1Location = context.getUniformLocation(program, "u_color1"); + u_color2Location = context.getUniformLocation(program, "u_color2"); context.useProgram(program); }