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Triangle Textured

import * as PIXI from 'pixi.js';

const app = new PIXI.Application({ resizeTo: window });

document.body.appendChild(app.view);

const geometry = new PIXI.Geometry()
.addAttribute('aVertexPosition', // the attribute name
[-100, -100, // x, y
100, -100, // x, y
100, 100], // x, y
2) // the size of the attribute

.addAttribute('aColor', // the attribute name
[1, 0, 0, // r, g, b
0, 1, 0, // r, g, b
0, 0, 1], // r, g, b
3) // the size of the attribute

.addAttribute('aUvs', // the attribute name
[0, 0, // u, v
1, 0, // u, v
1, 1], // u, v
2); // the size of the attribute

const vertexSrc = `

precision mediump float;

attribute vec2 aVertexPosition;
attribute vec3 aColor;
attribute vec2 aUvs;

uniform mat3 translationMatrix;
uniform mat3 projectionMatrix;

varying vec2 vUvs;
varying vec3 vColor;

void main() {

vUvs = aUvs;
vColor = aColor;
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);

}`;

const fragmentSrc = `

precision mediump float;

varying vec3 vColor;
varying vec2 vUvs;

uniform sampler2D uSampler2;

void main() {

gl_FragColor = texture2D(uSampler2, vUvs) * vec4(vColor, 1.0);
}`;

const uniforms = { uSampler2: PIXI.Texture.from('https://pixijs.com/assets/bg_scene_rotate.jpg') };

const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, uniforms);

const triangle = new PIXI.Mesh(geometry, shader);

triangle.position.set(400, 300);
triangle.scale.set(2);

app.stage.addChild(triangle);

app.ticker.add((delta) =>
{
triangle.rotation += 0.01;
});