index.frag
  #version 300 es
precision highp float;
const float PI = 3.1415926;
const float R_LUMINANCE = 0.298912;
const float G_LUMINANCE = 0.586611;
const float B_LUMINANCE = 0.114478;
float toMonochrome(vec3 color) {
  return dot(color, vec3(R_LUMINANCE, G_LUMINANCE, B_LUMINANCE));
}
vec3 soralize(vec3 color) {
  return 0.5 - 0.5 * cos(3.0 * PI * color);
}
uniform sampler2D uTexture0;
uniform bool uGrayScaleOn;
uniform bool uSoralizeOn;
in vec2 vTextureCoords;
out vec4 fragColor;
void main() {
  vec2 texCoord = vec2(vTextureCoords.x, 1.0 - vTextureCoords.y);
  vec4 original = texture(uTexture0, texCoord);
  
  vec3 adapted = uGrayScaleOn ? vec3(toMonochrome(original.rgb)) : original.rgb;
  adapted = uSoralizeOn ? soralize(adapted) : adapted;
  
  fragColor = vec4(adapted, original.a);
}
 
            
    
  render.ts
  import { Space } from "@/lib/canvas/index"
import { Program } from "@/lib/webgl/program"
import { Scene } from "@/lib/webgl/scene"
import { Clock } from "@/lib/event/clock"
import { ControlUi } from "@/lib/gui/control-ui"
import { Texture } from "@/lib/webgl/texture"
import { UniformLoader } from "@/lib/webgl/uniform-loader"
import mainVertSrc from "./index.vert?raw"
import mainFragSrc from "./index.frag?raw"
import imageMountain from "@/assets/original/mountain_00003.jpg"
import imagePattern from "@/assets/original/usg-pattern.jpg"
import imageFireWorks from "@/assets/original/fireworks_00018.jpg"
import imageTree from "@/assets/original/tree-woods_00123.jpg"
export const onload = () => {
  const space = new Space("gl-canvas")
  const canvas = space.canvas
  const gl = space.gl
  if (!canvas || !gl) return
  let scene: Scene
  let program: Program
  let clock: Clock
  let textures: Texture[] = []
  const uniforms = new UniformLoader(gl, ["uGrayScaleOn", "uSoralizeOn"])
  const images = [
    { name: "木", image: imageTree },
    { name: "山", image: imageMountain },
    { name: "幾何パターン", image: imagePattern },
    { name: "花火", image: imageFireWorks }
  ]
  const imageNames = images.map((obj) => obj.name)
  let activeImage = 0
  const defaultSoralizeOn = true
  const defaultGrayScaleOn = false
  const initGuiControls = () => {
    const ui = new ControlUi()
    ui.select("Image", images[activeImage].name, imageNames, (name) => {
      const idx = imageNames.indexOf(name)
      if (idx < 0) return
      activeImage = idx
      space.fitImage(textures[activeImage].image)
    })
    ui.boolean("Soralize", defaultSoralizeOn, (value) => {
      uniforms.boolean("uSoralizeOn", value)
    })
    ui.boolean("GrayScale", defaultGrayScaleOn, (value) => {
      uniforms.boolean("uGrayScaleOn", value)
    })
  }
  const onResize = () => {
    space.fitImage(textures[activeImage].image)
    render()
  }
  const configure = async () => {
    gl.clearColor(1.0, 0.0, 0.0, 1.0)
    gl.clearDepth(1.0)
    program = new Program(gl, mainVertSrc, mainFragSrc)
    scene = new Scene(gl, program)
    clock = new Clock()
    await Promise.all(
      images.map(async (obj) => {
        const texture = new Texture(gl, program, obj.image)
        textures.push(texture)
        await texture.load()
      })
    )
    uniforms.init(program)
    uniforms.boolean("uSoralizeOn", defaultSoralizeOn)
    uniforms.boolean("uGrayScaleOn", defaultGrayScaleOn)
    space.fitImage(textures[activeImage].image)
    space.onResize = onResize
  }
  const registerGeometry = () => {
    
    const vertices = [-1.0, 1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0]
    const texCoords = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0]
    const indices = [0, 2, 1, 2, 3, 1]
    scene.add({ vertices, indices, texCoords })
  }
  const render = () => {
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height)
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
    scene.traverseDraw((obj) => {
      obj.bind()
      textures[activeImage].use()
      gl.drawElements(gl.TRIANGLES, obj.indices.length, gl.UNSIGNED_SHORT, 0)
      obj.cleanup()
    })
  }
  const init = async () => {
    await configure()
    registerGeometry()
    clock.on("tick", render)
    initGuiControls()
  }
  init()
}