const gl = document.createElement("canvas").getContext("webgl");
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = position;
v_texcoord = texcoord;
}
`;
const fs = `
precision highp float;
uniform sampler2D u_srcData;
uniform float u_add;
varying vec2 v_texcoord;
void main() {
vec4 value = texture2D(u_srcData, v_texcoord);
// We can't choose the destination here.
// It has already been decided by however
// we asked WebGL to rasterize.
gl_FragColor = value + u_add;
}
`;
// calls gl.createShader, gl.shaderSource,
// gl.compileShader, gl.createProgram,
// gl.attachShaders, gl.linkProgram,
// gl.getAttributeLocation, gl.getUniformLocation
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
const size = 10000;
// Uint8Array values default to 0
const srcData = new Uint8Array(size);
// let's use slight more interesting numbers
for (let i = 0; i < size; ++i) {
srcData[i] = i % 200;
}
// Put that data in a texture. NOTE: Textures
// are (generally) 2 dimensional and have a limit
// on their dimensions. That means you can't make
// a 1000000 by 1 texture. Most GPUs limit from
// between 2048 to 16384.
// In our case we're doing 10000 so we could use
// a 100x100 texture. Except that WebGL can
// process 4 values at a time (red, green, blue, alpha)
// so a 50x50 will give us 10000 values
const srcTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, srcTex);
const level = 0;
const width = Math.sqrt(size / 4);
if (width % 1 !== 0) {
// we need some other technique to fit
// our data into a texture.
alert('size does not have integer square root');
}
const height = width;
const border = 0;
const internalFormat = gl.RGBA;
const format = gl.RGBA;
const type = gl.UNSIGNED_BYTE;
gl.texImage2D(
gl.TEXTURE_2D, level, internalFormat,
width, height, border, format, type, srcData);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
// create a destination texture
const dstTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, dstTex);
gl.texImage2D(
gl.TEXTURE_2D, level, internalFormat,
width, height, border, format, type, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
// make a framebuffer so we can render to the
// destination texture
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
// and attach the destination texture
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, dstTex, level);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData
// to put a 2 unit quad (2 triangles) into
// a buffer with matching texture coords
// to process the entire quad
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
position: {
data: [
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
],
numComponents: 2,
},
texcoord: [
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
],
});
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniforms(programInfo, {
u_add: 10 / 255, // because we're using Uint8
u_srcData: srcTex,
});
// set the viewport to match the destination size
gl.viewport(0, 0, width, height);
// draw the quad (2 triangles)
const offset = 0;
const numVertices = 6;
gl.drawArrays(gl.TRIANGLES, offset, numVertices);
// pull out the result
const dstData = new Uint8Array(size);
gl.readPixels(0, 0, width, height, format, type, dstData);
console.log(dstData);
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>