var canvas = document.getElementById("c");
var gl = canvas.getContext('webgl');
// Note: createProgramFromScripts will call bindAttribLocation
// based on the index of the attibute names we pass to it.
var program = webglUtils.createProgramFromScripts(
gl,
["vshader", "fshader"],
["a_position", "a_textureIndex"]);
gl.useProgram(program);
var textureLoc = gl.getUniformLocation(program, "u_textures[0]");
// Tell the shader to use texture units 0 to 3
gl.uniform1iv(textureLoc, [0, 1, 2, 3]);
var positions = [
1, 1,
-1, 1,
-1, -1,
1, 1,
-1, -1,
1, -1,
];
var textureIndex = [
0, 1, 2, 3, 0, 1,
];
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
var vertBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(textureIndex), gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.UNSIGNED_BYTE, false, 0, 0);
var colors = [
[0, 0, 255, 255],
[0, 255, 0, 255],
[255, 0, 0, 255],
[0, 255, 255, 255],
];
// make 4 textures
colors.forEach(function(color, ndx) {
gl.activeTexture(gl.TEXTURE0 + ndx);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0,
gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(color));
});
gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2);
canvas { border: 1px solid black; }
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script id="vshader" type="whatever">
attribute vec4 a_position;
attribute float a_textureIndex;
varying float v_textureIndex;
void main() {
gl_Position = a_position;
v_textureIndex = a_textureIndex;
}
</script>
<script id="fshader" type="whatever">
#define numTextures 4
precision mediump float;
varying float v_textureIndex;
uniform sampler2D u_textures[numTextures];
vec4 getSampleFromArray(sampler2D textures[4], int ndx, vec2 uv) {
vec4 color = vec4(0);
for (int i = 0; i < numTextures; ++i) {
vec4 c = texture2D(u_textures[i], uv);
if (i == ndx) {
color += c;
}
}
return color;
}
void main() {
gl_FragColor = getSampleFromArray(u_textures, int(v_textureIndex + 0.5), vec2(0.5, 0.5));
}
</script>
<canvas id="c" width="300" height="300"></canvas>