src/elm_src/Layer/Template.elm (70 lines of code) (raw):

module Layer.Template exposing ( Model , Mesh , makeEntity , build , init ) import Math.Vector3 as Vec3 exposing (vec3, Vec3) import WebGL import WebGL.Settings exposing (Setting) import Viewport exposing (Viewport) type alias Model = {} type alias Mesh = WebGL.Mesh Vertex init : Model init = {} makeEntity : Viewport {} -> List Setting -> Mesh -> WebGL.Entity makeEntity viewport settings mesh = WebGL.entityWith settings vertexShader fragmentShader mesh (uniforms viewport) -- Mesh type alias Vertex = { position : Vec3 , color : Vec3 } build : Model -> Mesh build model = WebGL.triangles [ ( 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) ) ] -- Shaders type alias Uniforms = Viewport {} uniforms : Viewport {} -> Uniforms uniforms v = -- { perspective = Mat4.mul v.perspective v.camera } v vertexShader : WebGL.Shader Vertex Uniforms { vcolor : Vec3 } vertexShader = [glsl| attribute vec3 position; attribute vec3 color; uniform mat4 cameraTranslate; uniform mat4 cameraRotate; uniform mat4 perspective; uniform mat4 camera; uniform mat4 rotation; varying vec3 vcolor; void main () { // gl_Position = perspective * camera * rotation * cameraTranslate * cameraRotate * vec4(position, 1.0); // gl_Position = perspective * camera * rotation * vec4(position, 1.0); gl_Position = perspective * camera * rotation * vec4(position, 1.0); vcolor = color; } |] fragmentShader : WebGL.Shader {} Uniforms { vcolor : Vec3 } fragmentShader = [glsl| precision mediump float; varying vec3 vcolor; void main () { gl_FragColor = vec4(vcolor, 1.0); } |]