import Math.Vector3 (..) import Math.Matrix4 (..) import Graphics.WebGL (..) -- Create a mesh with two triangles type Vertex = { position:Vec3, color:Vec3 } mesh : [Triangle Vertex] mesh = [ ( Vertex (vec3 0 0 0) (vec3 1 0 0) , Vertex (vec3 1 1 0) (vec3 0 1 0) , Vertex (vec3 1 -1 0) (vec3 0 0 1) ) ] -- Create the scene main : Signal Element main = scene <~ foldp (+) 0 (fps 30) scene : Float -> Element scene t = webgl (400,400) [ entity vertexShader fragmentShader mesh { view = view (t / 1000) } ] view : Float -> Mat4 view t = mul (makePerspective 45 1 0.01 100) (makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0)) -- Shaders vertexShader : Shader { attr | position:Vec3, color:Vec3 } { unif | view:Mat4 } { vcolor:Vec3 } vertexShader = [glsl| attribute vec3 position; attribute vec3 color; uniform mat4 view; varying vec3 vcolor; void main () { gl_Position = view * vec4(position, 1.0); vcolor = color; } |] fragmentShader : Shader {} u { vcolor:Vec3 } fragmentShader = [glsl| precision mediump float; varying vec3 vcolor; void main () { gl_FragColor = vec4(vcolor, 1.0); } |]