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<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="utf-8" />
    <title>draw square</title>
</head>

<body>

    <canvas id="canvas" width="400" height="400">
        Please use a browser that supports "canvas"
    </canvas>

    <script>
        // vertex shader
        var VERTEX_SHADER_SOURCE =
            'attribute vec4 a_Position;\n' +
            'void main() {\n' +
            '   gl_Position = a_Position;\n' +
            '}\n';
        // fragment shader
        var FRAGMENT_SHADER_SOURCE =
            'void main() {\n' +
            '   gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n' +
            '}\n';
        var canvas = document.getElementById("canvas");
        var gl = canvas.getContext('webgl');
        if (!initShaders(gl, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)) {
            alert('Failed to init shaders');
        }
        var vertices = new Float32Array([
            -0.5, 0.5, // v0
            -0.5, -0.5, // v1
            0.5, 0.5, // v2
            0.5, -0.5 // v3
        ]);
        initVertexBuffers(gl, vertices);
        gl.clearColor(0.0, 0.0, 0.0, 1.0);
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

        function initVertexBuffers(gl, vertices) {
            var vertexBuffer = gl.createBuffer();
            if (!vertexBuffer) {
                console.log('Failed to create buffer object');
                return -1;
            }
            gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
            gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
            var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
            gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray(a_Position);
        }

        function initShaders(gl, vertexShaderSource, fragmentShaderSource) {
            var program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
            if (!program) {
                console.log('Failed to create program');
                return false;
            }
            gl.useProgram(program);
            gl.program = program;
            return true;
        }

        function loadShader(gl, type, source) {
            // create shader object
            var shader = gl.createShader(type);
            if (shader == null) {
                console.log('unable to create shader');
                return null;
            }
            // set shader source code
            gl.shaderSource(shader, source);
            // compile the shader
            gl.compileShader(shader);
            // check compile status
            var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
            if (!compiled) {
                var error = gl.getShaderInfoLog(shader);
                console.log('Failed to compile shader: ' + error);
                return null;
            }
            return shader;
        }

        function createProgram(gl, vertexShaderSource, fragmentShaderSource) {
            var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
            var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
            if (!vertexShader || !fragmentShader) {
                return null;
            }
            // create a program object
            var program = gl.createProgram();
            if (!program) {
                console.log('gl.createProgram failed');
                return null;
            }
            // attach  the shader objects
            gl.attachShader(program, vertexShader);
            gl.attachShader(program, fragmentShader);
            // link the program object
            gl.linkProgram(program);
            // check link status
            var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
            if (!linked) {
                var error = gl.getProgramInfoLog(program);
                console.log('Failed to link program: ' + error);
                gl.deleteProgram(program);
                gl.deleteShader(vertexShader);
                gl.deleteShader(fragmentShader);
                return null;
            }
            return program;
        }
    </script>
</body>

</html>