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---
title: 코드에서의 텍스쳐
slug: Web/API/WebGL_API/By_example/Textures_from_code
translation_of: Web/API/WebGL_API/By_example/Textures_from_code
---
<div>{{draft}} {{IncludeSubnav("/en-US/Learn")}}</div>
<p>{{PreviousNext("Learn/WebGL/By_example/Hello_vertex_attributes","Learn/WebGL/By_example/Video_textures")}}</p>
<div id="textures-from-code">
<div class="summary">
<p id="textures-from-code-summary">단편화된 쉐이더들과 함께 순차적으로 보여주는 간단한 데모</p>
</div>
<p>{{EmbedLiveSample("textures-from-code-source",660,425)}}</p>
<div id="textures-from-code-intro">
<h3 id="코드를_이용해_텍스쳐를_그리기">코드를 이용해 텍스쳐를 그리기</h3>
<p>Texturing a point sprite with calculations done per-pixel in the fragment shader.</p>
</div>
<div id="textures-from-code-source">
<div class="hidden">
<pre class="brush: html"><p>Texture from code. Simple demonstration
of procedural texturing</p>
</pre>
<pre class="brush: html"><canvas>Your browser does not seem to support
HTML5 canvas.</canvas>
</pre>
<pre class="brush: css">body {
text-align : center;
}
canvas {
width : 280px;
height : 210px;
margin : auto;
padding : 0;
border : none;
background-color : black;
}
button {
display : block;
font-size : inherit;
margin : auto;
padding : 0.6em;
}
</pre>
</div>
<pre class="brush: html"><script type="x-shader/x-vertex" id="vertex-shader">
#version 100
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
gl_PointSize = 128.0;
}
</script>
</pre>
<pre class="brush: html"><script type="x-shader/x-fragment" id="fragment-shader">
#version 100
precision mediump float;
void main() {
vec2 fragmentPosition = 2.0*gl_PointCoord - 1.0;
float distance = length(fragmentPosition);
float distanceSqrd = distance * distance;
gl_FragColor = vec4(
0.2/distanceSqrd,
0.1/distanceSqrd,
0.0, 1.0 );
}
</script>
</pre>
<div class="hidden">
<pre class="brush: js">;(function(){
</pre>
</div>
<pre class="brush: js" id="livesample-js">"use strict"
window.addEventListener("load", setupWebGL, false);
var gl,
program;
function setupWebGL (evt) {
window.removeEventListener(evt.type, setupWebGL, false);
if (!(gl = getRenderingContext()))
return;
var source = document.querySelector("#vertex-shader").innerHTML;
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader,source);
gl.compileShader(vertexShader);
source = document.querySelector("#fragment-shader").innerHTML
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader,source);
gl.compileShader(fragmentShader);
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.detachShader(program, vertexShader);
gl.detachShader(program, fragmentShader);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var linkErrLog = gl.getProgramInfoLog(program);
cleanup();
document.querySelector("p").innerHTML =
"Shader program did not link successfully. "
+ "Error log: " + linkErrLog;
return;
}
initializeAttributes();
gl.useProgram(program);
gl.drawArrays(gl.POINTS, 0, 1);
cleanup();
}
var buffer;
function initializeAttributes() {
gl.enableVertexAttribArray(0);
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.0, 0.0]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
}
function cleanup() {
gl.useProgram(null);
if (buffer)
gl.deleteBuffer(buffer);
if (program)
gl.deleteProgram(program);
}
</pre>
<div class="hidden">
<pre class="brush: js">function getRenderingContext() {
var canvas = document.querySelector("canvas");
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
var gl = canvas.getContext("webgl")
|| canvas.getContext("experimental-webgl");
if (!gl) {
var paragraph = document.querySelector("p");
paragraph.innerHTML = "Failed to get WebGL context."
+ "Your browser or device may not support WebGL.";
return null;
}
gl.viewport(0, 0,
gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
return gl;
}
</pre>
</div>
<div class="hidden">
<pre class="brush: js">})();
</pre>
</div>
<p>The source code of this example is also available on <a href="https://github.com/idofilin/webgl-by-example/tree/master/textures-from-code">GitHub</a>.</p>
</div>
</div>
<p>{{PreviousNext("Learn/WebGL/By_example/Hello_vertex_attributes","Learn/WebGL/By_example/Video_textures")}}</p>
|