const shaders = {
vs: `attribute vec2 vert;
varying vec2 uv;
void main() {
uv = (vert + 1.0) / 2.0; // normalize texture coords
gl_Position = vec4(vert, 0.0, 1.0);
}`,
fs: `precision mediump float;
varying vec2 uv;
uniform vec3 colors[4];
uniform float steps[4];
void main(){
vec2 gradXY = abs(uv - 0.5); // 0.5 is centerX, centerY
float dist = pow(max(gradXY.x, gradXY.y) * 2.0, 2.0);
float start = steps[0];
for (int i = 1; i < 4; i++) {
float end = steps[i];
if (dist >= start && dist <= end) {
gl_FragColor = vec4(mix(colors[i - 1], colors[i], (dist-start) / (end-start)), 1);
break;
}
start = end;
}
}`,};
const F32A = a => new Float32Array(a), UI16A = a => new Uint16Array(a);
const GLBuffer = (data, type = gl.ARRAY_BUFFER, use = gl.STATIC_DRAW, buf) => (gl.bindBuffer(type, buf = gl.createBuffer()), gl.bufferData(type, data, use), buf);
const GLLocs = (shr, type, ...names) => names.reduce((o,name) => (o[name] = (gl[`get${type}Location`])(shr, name), o), {});
const GLShader = (prg, source, type = gl.FRAGMENT_SHADER, shr) => {
gl.shaderSource(shr = gl.createShader(type), source);
gl.compileShader(shr);
gl.attachShader(prg, shr);
}
var W;
const gl = canvas.getContext("webgl");
requestAnimationFrame(render);
addEventListener("resize", render);
const prog = gl.createProgram();
GLShader(prog, shaders.vs, gl.VERTEX_SHADER);
GLShader(prog, shaders.fs);
gl.linkProgram(prog);
gl.useProgram(prog);
const locs = GLLocs(prog, "Uniform", "colors", "steps");
const vert = GLLocs(prog, "Attrib", "vert").vert;
GLBuffer(F32A([-1,-1, 1,-1, 1,1, -1,1]));
GLBuffer(UI16A([1,2,3, 0,1,3]), gl.ELEMENT_ARRAY_BUFFER);
gl.enableVertexAttribArray(vert);
gl.vertexAttribPointer(vert, 2, gl.FLOAT, false, 0, 0);
function render() {
gl.viewport(0, 0, W = canvas.width = Math.min(innerWidth,innerHeight), canvas.height = W);
gl.uniform3fv(locs.colors, F32A([1,1,1, 1,0,0, 1,1,1, 0,0,0]));
gl.uniform1fv(locs.steps, F32A([0, 1/3, 2/3, 1]));
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}
body {
margin: 0px;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
background: black;
}
<canvas id="canvas"></canvas>