simulate drawImage()
of canvas2d with WebGL
inspired by https://webglfundamentals.org/webgl/lessons/webgl-2d-drawimage.html
const drawGL = new DrawImageGL(canvas);
// clear canvas with color
drawGL.clear(color);
if (imgHasLoaded) {
// as same as canvas2d
drawGL.drawImage(img,10, 10);
drawGL.drawImage(img, 300, 10, 100, 100);
drawGL.drawImage(img, 120, 90, 120, 90, 300, 200, 50, 50);
}