<!DOCTYPE html>
<html lang="en-us">
<head>
  <meta charset="utf-8">
  <meta name="robots" content="noindex">
  <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
  <title>Generated Texture</title>
  <style>
    html,
    body,
    canvas {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <canvas id="canvas"></canvas>
<!--
  © Adam Murray 2024
  https://adammurray.link/

  Creative Commons License
  Attribution-NonCommercial-ShareAlike 4.0 International
  https://creativecommons.org/licenses/by-nc-sa/4.0/
-->    
  
  <script id="vertexShader" type="x-shader/x-vertex">
    #version 300 es
    in vec4 vertexPosition;
    void main() { // no-op vertex shader
      gl_Position = vertexPosition;
    }
  </script>
  
  <script id="fragmentShader" type="x-shader/x-fragment">
    #version 300 es
    precision highp float;
  
    uniform sampler2D tex;
    uniform vec2 canvasSize;
    out vec4 fragColor;
  
    void main() {
      vec2 coord = gl_FragCoord.xy/canvasSize; // stretch texture to canvas (don't maintain aspect ratio)
      fragColor = texture(tex, coord);
    }
  </script>
  
  <script>
    const canvas = document.querySelector('canvas');
    const vertexShader = document.querySelector('script[type="x-shader/x-vertex"]');
    const fragmentShader = document.querySelector('script[type="x-shader/x-fragment"]');
  
    const gl = canvas.getContext("webgl2", { preserveDrawingBuffer: true });
    if (!gl) {
      main.innerHTML = '<p>Error: WebGL2 is <a href="https://get.webgl.org/webgl2/">not supported by your browser</a></p>';
      throw "WebGL2 not supported";
    }
  
    function createShader(shaderType, sourceCode) {
      const shader = gl.createShader(shaderType);
      gl.shaderSource(shader, sourceCode);
      gl.compileShader(shader);
      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);
      return shader;
    }
  
    const program = gl.createProgram();
    gl.attachShader(program, createShader(gl.VERTEX_SHADER, vertexShader.textContent.trim()));
    gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fragmentShader.textContent.trim()));
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(program);
    gl.useProgram(program);
  
    const textureWidth = 20;
    const textureHeight = 20;
    const textureData = []; /* Format: [R, G, B, R, G, B, ...] */
    for (let x = 0; x < textureWidth; x++) {
      for (let y = 0; y < textureHeight; y++) {
        // add a texture pixel via 3 values for R,G,B:
        textureData.push(x * 255 / textureWidth); // R
        textureData.push(y * 255 / textureHeight); // G
        textureData.push(127 * (Math.cos(x + y) + 1)); // B
      }
    }
    const tex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(
      gl.TEXTURE_2D, 0, gl.RGB,
      textureWidth, textureHeight, 0,
      gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array(textureData)
    );
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); // or gl.LINEAR for interpolation
    /*
    // Prevent interpolating with wrap-around at the edges when using gl.LINEAR:
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); // or try gl.MIRRORED_REPEAT
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    */
  
    const vertices = [[-1, -1], [1, -1], [-1, 1], [1, 1]];
    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices.flat()), gl.STATIC_DRAW);
  
    const vertexPosition = gl.getAttribLocation(program, "vertexPosition");
    gl.enableVertexAttribArray(vertexPosition);
    gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);
  
    const canvasSizeUniform = gl.getUniformLocation(program, 'canvasSize');
  
    function draw() {
      const width = canvas.clientWidth;
      const height = canvas.clientHeight;
      canvas.width = width;
      canvas.height = height;
      gl.viewport(0, 0, width, height);
      gl.uniform2f(canvasSizeUniform, width, height);
  
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length);
    }
    window.addEventListener('resize', () => draw());
    draw();
  </script>
  
</body>
</html>