http://senchalabs.github.com/philogl/PhiloGL/examples/lessons/11/
You don't need to write any shaders, the default ones are used:
http://senchalabs.github.com/philogl/doc/shaders.html
Then change the Sphere to be a Plane:
http://senchalabs.github.com/philogl/doc/o3d.html#O3D:Plane
Remove all events and textures if you won't be using them, and you're done.
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Nicolas Garcia Belmonte - http://philogb.github.com/
You need to create a proper triangle tessellation that fill the area underneath to be able to have what you're looking for. One way to do this would be to have, each two sampled points also two points with the same x value but with y 0 so that you cam create a plain out of joining two triangles with those four vertices. And then repeat he procedure for all other vertices. Foe this you will also have to use an indices array to tell webgl in what order it has to take the vertices in the array to create tie triangles. You can read about all this by googling "modern introduction to OpenGL" and then reading the first chapter.
Another way (maybe more performant way) would be to somehow send the
function definition over to the fragment shader and sample the points
from the fragment shader values so for each x, and y interpolated in
the fragment shader you could assign a pixel color.
This might help: https://github.com/deanm/graphycalculator.
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