Texture mapping defines a mapping from a point on surface to a texture coordinate in an image.
gl_FragColor

Note: chrome -allow-file-access-from-files TexturedQuad.html
// TexturedQuad.js (c) 2012 matsuda and kanda
// Vertex shader program
var VSHADER_SOURCE =
'attribute vec4 a_Position;\n' +
'attribute vec2 a_TexCoord;\n' +
'varying vec2 v_TexCoord;\n' +
'void main() {\n' +
' gl_Position = a_Position;\n' +
' v_TexCoord = a_TexCoord;\n' +
'}\n';
// Fragment shader program
var FSHADER_SOURCE =
'#ifdef GL_ES\n' +
'precision mediump float;\n' +
'#endif\n' +
'uniform sampler2D u_Sampler;\n' +
'varying vec2 v_TexCoord;\n' +
'void main() {\n' +
' gl_FragColor = texture2D(u_Sampler, v_TexCoord);\n' +
'}\n';
function main() {
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl) {
console.log('Failed to get the rendering context for WebGL');
return;
}
// Initialize shaders
if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
console.log('Failed to intialize shaders.');
return;
}
// Set the vertex information
var n = initVertexBuffers(gl);
if (n < 0) {
console.log('Failed to set the vertex information');
return;
}
// Specify the color for clearing <canvas>
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// Set texture
if (!initTextures(gl, n)) {
console.log('Failed to intialize the texture.');
return;
}
}
function initVertexBuffers(gl) {
var verticesTexCoords = new Float32Array([
// Vertex coordinates, texture coordinate
-0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 1.0, 0.0,
]);
var n = 4; // The number of vertices
// Create the buffer object
var vertexTexCoordBuffer = gl.createBuffer();
if (!vertexTexCoordBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
// Bind the buffer object to target
gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);
var FSIZE = verticesTexCoords.BYTES_PER_ELEMENT;
//Get the storage location of a_Position, assign and enable buffer
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if (a_Position < 0) {
console.log('Failed to get the storage location of a_Position');
return -1;
}
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0);
gl.enableVertexAttribArray(a_Position); // Enable the assignment of the buffer object
// Get the storage location of a_TexCoord
var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');
if (a_TexCoord < 0) {
console.log('Failed to get the storage location of a_TexCoord');
return -1;
}
// Assign the buffer object to a_TexCoord variable
gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2);
gl.enableVertexAttribArray(a_TexCoord); // Enable the assignment of the buffer object
return n;
}
function initTextures(gl, n) {
var texture = gl.createTexture(); // Create a texture object
if (!texture) {
console.log('Failed to create the texture object');
return false;
}
// Get the storage location of u_Sampler
var u_Sampler = gl.getUniformLocation(gl.program, 'u_Sampler');
if (!u_Sampler) {
console.log('Failed to get the storage location of u_Sampler');
return false;
}
var image = new Image(); // Create the image object
if (!image) {
console.log('Failed to create the image object');
return false;
}
// Register the event handler to be called on loading an image
image.onload = function(){ loadTexture(gl, n, texture, u_Sampler, image); };
// Tell the browser to load an image
image.src = 'images/sky.jpg';
return true;
}
function loadTexture(gl, n, texture, u_Sampler, image) {
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); // Flip the image's y axis
// Enable texture unit0
gl.activeTexture(gl.TEXTURE0);
// Bind the texture object to the target
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the texture parameters
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// Set the texture image
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
// Set the texture unit 0 to the sampler
gl.uniform1i(u_Sampler, 0);
gl.clear(gl.COLOR_BUFFER_BIT); // Clear <canvas>
gl.drawArrays(gl.TRIANGLE_STRIP, 0, n); // Draw the rectangle
}


gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, texture) // or gl.TEXTURE_CUBE_MAP (type of texture image)

gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);

gl.texParameteri(gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D,
gl.TEXTURE_MAG_FILTER, gl.NEAREST);

gl.texParameteri(gl.TEXTURE_2D,
gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
gl.texParameteri(gl.TEXTURE_2D,
gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
