fp webgl
var e = document.createElement('canvas'); var t = e.getContext('webgl'); var r = []; var o = t.createBuffer(); t.bindBuffer(34962, o); var i = new Float32Array([-.2, -.9, 0, .4, -.26, 0, 0, .732134444, 0]); t.bufferData(34962, i, 35044); o.itemSize = 3; o.numItems = 3; var s = t.createProgram(); var a = t.createShader(35633); t.shaderSource(a, 'attribute vec2 attrVertex;varying vec2 varyinTexCoordinate;uniform vec2 uniformOffset;void main(){varyinTexCoordinate=attrVertex+uniformOffset;gl_Position=vec4(attrVertex,0,1);}'); t.compileShader(a); var c = t.createShader(35632); t.shaderSource(c, 'precision mediump float;varying vec2 varyinTexCoordinate;void main() {gl_FragColor=vec4(varyinTexCoordinate,0,1);}'); t.compileShader(c); t.attachShader(s, a); t.attachShader(s, c); t.linkProgram(s); t.useProgram(s); s.vertextPosAttrib = t.getAttribLocation(s, 'attrVertex'); s.offsetUniform = t.getUniformLocation(s, 'uniformOffset'); t.enableVertexAttribArray(s.vertexPosArray); t.vertexAttribPointer(s.vertexPosAttrib, o.itemSize, t.FLOAT, !1, 0, 0); t.uniform2f(s.offsetUniform, 1, 1); t.drawArrays(t.TRIANGLE_STRIP, 0, o.numItems); r.push(t.canvas.toDataURL()); r.push('extensions:'+t.getSupportedExtensions().join(';')); console.log(r);