Circle Follows Click

The HTML file:

<html>
<head>

<script id="vertex-shader" type="x-shader/x-vertex" >
attribute vec4 vPosition;
uniform float xoff;
uniform float yoff;

varying vec4 f_Color;

void main() {
    gl_Position = vPosition + vec4(xoff,yoff, 0.0, 0.0);
    f_Color = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>

<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 f_Color;

void main() {
    gl_FragColor = f_Color;
}
</script>

<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="trans.js"></script>
<script src="https://cdn.rawgit.com/google/code-prettify/master/loader/run_prettify.js"></script>

<style>
canvas{
    display:block;
    border:2px solid #0094ff;
}
</style>
</head>

<body>
<h1>Circle Follows Click</h1>

<script>
    var canvas = new Canvas(500, 500);
    canvas.Redisplay();
</script>

</body>

The Javascript file:

function MakeCanvas(width, height, locID) {

    if (width == undefined || width < 0) {
       width = 300;
    }

    if (height == undefined || height < 0) {
       height = 300;
    }

    var canvas = document.createElement('canvas')
        // allow the canvas to take a focus.
        canvas.tabIndex = 0;
        canvas.height = height;
        canvas.width = width;

    if(locID == undefined) {
        document.body.appendChild(canvas);
    } else {
        div = document.getElementById(locID);
        if (null == div) {
            document.body.appendChild(canvas);
        } else {
            div.appendChild(canvas);
        }
    }

    document.body.appendChild(canvas);
    return canvas;
}

function InitGL(canvas) {
    var gl = WebGLUtils.setupWebGL(canvas);
    if (!gl) {
        alert ("WebGL isn't available");
    }

    return gl;
}

function Canvas(width, height, locID) {
    var canvas = MakeCanvas(width, height, locID);

    this.canvas = canvas;
    this.gl = InitGL(canvas);

    var gl = this.gl;

    var tmpCanvas = this;

    // even more imprtant in this program.
    // A supposedly more generic browser solution
    var rect = canvas.getBoundingClientRect();
    this.x = rect.left;
    this.y = rect.top;

    /*
    this.x = canvas.offsetLeft;
    this.y = canvas.offsetTop;
    */

    canvas.addEventListener("click", 
         function(evnt) {
	    tmpCanvas.ClickFunc(tmpCanvas, evnt);
	 }
    );

    gl.viewport(0,0, width, height);

    program = initShaders(gl, "vertex-shader","fragment-shader");
    gl.useProgram(program);

    this.vBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, this.vBuffer);

    var vPosition = gl.getAttribLocation(program, "vPosition");
    gl.vertexAttribPointer(vPosition,2,gl.FLOAT, false,0,0);
    gl.enableVertexAttribArray(vPosition);

    this.MakePoints();
    gl.bufferData(gl.ARRAY_BUFFER,flatten(this.vertex),gl.STATIC_DRAW);

    // these should be replaced with a uniform2fv, but that can wait.
    this.xoff = gl.getUniformLocation(program, "xoff");
    this.yoff = gl.getUniformLocation(program, "yoff");
    gl.uniform1f(this.xoff, 0);
    gl.uniform1f(this.yoff, 0);

    this.gl.clearColor(1.0, 1.0, 1.0, 1.0);

    return this;
}

Canvas.prototype = {

    MakePoints: function(){
        var theta, r = .1;
	
        var data = [];
	i = 0;

        // create the points on a circle.
	for(theta = 0; theta < 2*Math.PI;  theta += Math.PI/100) {
	    var x = r*Math.cos(theta);
	    var y = r*Math.sin(theta);
	    vertex = [x,y];
	    data.push(vertex);
	}
	this.vertex = data;

	return;
    },

    Redisplay: function() {
        this.gl.clear(this.gl.COLOR_BUFFER_BIT);

	this.gl.drawArrays(this.gl.LINE_LOOP, 0, this.vertex.length);
        return;
    },

    // callbacks
    ClickFunc: function (me, evnt) {
      // the actual location of the click
      var x = evnt.clientX;
      var y = evnt.clientY;
      console.log("(x,y)", x,y);

      var Ax = me.x;
      var Ay = me.y;
      var Bx = this.canvas.width+me.x;
      var By = this.canvas.height+me.y;
      console.log("Canvas:", Ax, Ay, Bx, By);

      var Lx = -1;
      var Ly = -1;
      var Ux = 1;
      var Uy = 1;

      var xp, yp;

      // do the transformation we discussed.
      xp = Lx + (x-Ax)*(Ux-Lx)/(Bx-Ax);
      yp = Ly + (By-y)*(Uy-Ly)/(By-Ay);

      this.gl.uniform1f(this.xoff, xp);
      this.gl.uniform1f(this.yoff, yp);

      this.Redisplay();
    },
};