262 lines
6.8 KiB
TypeScript
262 lines
6.8 KiB
TypeScript
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// @ts-ignore
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import mat4 from 'gl-mat4';
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main();
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/**
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* The program purpose is encapsulated in a main function
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*/
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function main() {
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const canvas: any = document.querySelector('#glCanvas')!;
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const gl = canvas.getContext('webgl');
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if (gl == null) {
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canvas.parentNode.removeChild(canvas);
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document.getElementById('root')!.insertAdjacentHTML('beforeend',
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`<p>Unable to initialize WebGL. Your browser or machine may not
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support it.</p>`);
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}
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const vsSource = `
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexColor;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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varying lowp vec4 vColor;
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void main() {
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gl_Position = uProjectionMatrix *
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uModelViewMatrix *
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aVertexPosition;
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vColor = aVertexColor;
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}
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`;
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const fsSource = `
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varying lowp vec4 vColor;
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void main() {
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gl_FragColor = vColor;
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}
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`;
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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const programInfo: any = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram,
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'aVertexPosition'),
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vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
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},
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(
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shaderProgram, 'uProjectionMatrix'),
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modelViewMatrix: gl.getUniformLocation(
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shaderProgram, 'uModelViewMatrix'),
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},
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};
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const buffers = initBuffers(gl);
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drawScene(gl, programInfo, buffers);
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}
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/**
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* Initialize a shader program, so WebGL knows how to draw our data
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* @param {any} gl the WebGL context
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* @param {string} vsSource the vertex shader source
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* @param {string} fsSource the fragment shader source
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* @return {any} the shader program
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*/
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function initShaderProgram(gl: any, vsSource: string, fsSource: string) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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// Create the shader program
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert('Unable to initialize the shader program: ' +
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gl.getProgramInfoLog(shaderProgram));
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return null;
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}
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return shaderProgram;
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}
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/**
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* load a GL shader
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* @param {any} gl the WebGL context
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* @param {any} type type of shader to load
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* @param {string} source source code of shader
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* @return {any} the loaded shader
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*/
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function loadShader(gl: any, type: any, source: string) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert('An error occurred compiling the shaders: ' +
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gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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/**
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* init buffers to create a square
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* @param {any} gl the web gl context
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* @return {any} the buffer
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*/
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function initBuffers(gl: any) {
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// Create a buffer for the square's positions.
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer
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// operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Now create an array of positions for the square.
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const positions = [
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-1.0, 1.0,
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1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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];
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array(positions),
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gl.STATIC_DRAW);
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const colors = [
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1.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0,
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];
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const colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
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return {
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position: positionBuffer,
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color: colorBuffer,
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};
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}
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/**
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* Draw a webgl scene
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* @param {any} gl the WebGL context
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* @param {any} programInfo WebGL program information
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* @param {any} buffers the buffers to draw
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*/
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function drawScene(gl: any, programInfo: any, buffers: any) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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// Clear the canvas before we start drawing on it.
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Create a perspective matrix, a special matrix that is
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// used to simulate the distortion of perspective in a camera.
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// Our field of view is 45 degrees, with a width/height
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// ratio that matches the display size of the canvas
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// and we only want to see objects between 0.1 units
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// and 100 units away from the camera.
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const fieldOfView = 45 * Math.PI / 180;
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 100.0;
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const projectionMatrix = mat4.create();
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// note: glmatrix.js always has the first argument
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// as the destination to receive the result.
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mat4.perspective(
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projectionMatrix,
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fieldOfView,
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aspect,
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zNear,
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zFar);
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// Set the drawing position to the "identity" point, which is
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// the center of the scene.
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const modelViewMatrix = mat4.create();
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// Now move the drawing position a bit to where we want to
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// start drawing the square.
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mat4.translate(
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modelViewMatrix,
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modelViewMatrix,
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[-0.0, 0.0, -6.0]);
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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{
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const numComponents = 2;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset);
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexPosition);
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}
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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{
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const numComponents = 4;
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const type = gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexColor,
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numComponents,
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type,
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normalize,
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stride,
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offset);
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gl.enableVertexAttribArray(
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programInfo.attribLocations.vertexColor);
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}
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// Tell WebGL to use our program when drawing
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gl.useProgram(programInfo.program);
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// Set the shader uniforms
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.modelViewMatrix,
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false,
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modelViewMatrix);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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