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- // create shader processing unit.
- var fx = new Canvas.Fx();
- fx.shaderProcessingUnitRoot = '../src/';
- // define shader code.
- var vertexShader = '\
- fxMove( fxOutput[ 0 ], fxAttribute0 );\
- ';
- var fragmentShader = '\
- fxMove( fxColor, fxUniform0 );\
- ';
- function main() {
- // start Canvas.Fx service.
- fx.start();
- // create and setup target texture buffer.
- fx.createFragmentBuffer( 'buff' );
- fx.updateTextureEmpty( 'buff', 2, 2 );
- // create and setup positions vertex buffer.
- fx.createVertexBuffer( 'position' );
- var bytes = new Float32Array( 24 );
- bytes.set( [
- -0.5, -0.5, 0.0, 1.0,
- 0.5, -0.5, 0.0, 1.0,
- 0.5, 0.5, 0.0, 1.0,
- 0.5, 0.5, 0.0, 1.0,
- -0.5, 0.5, 0.0, 1.0,
- -0.5, -0.5, 0.0, 1.0,
- ] );
- fx.updateVerticesFromBytes( 'position', bytes );
- // create and compile test shader.
- fx.createVertexShader( 'vs' );
- fx.compileVertexShader( 'vs', vertexShader );
- fx.createFragmentShader( 'fs' );
- fx.compileFragmentShader( 'fs', fragmentShader );
- // run frame rendering every 1 second.
- //setInterval( function() { update(); }, 1000 );
- update();
- }
- function update() {
- // setup rendering state.
- fx.setTargetBuffer( "buff" );
- fx.setVertexShader( "vs" );
- fx.setFragmentShader( "fs" );
- fx.setFragmentUniform( 0, 255, 0, 0, 255 ); // Uint8 vector type.
- fx.render( 2, [ 'position' ] );
- }
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