add primitive WebGL template from Mozilla docs
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88
www/draw-scene.js
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88
www/draw-scene.js
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function drawScene(gl, programInfo, buffers) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
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gl.clearDepth(1.0); // Clear everything
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gl.enable(gl.DEPTH_TEST); // Enable depth testing
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gl.depthFunc(gl.LEQUAL); // Near things obscure far things
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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; // in radians
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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 always has the first argument
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// as the destination to receive the result.
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mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, 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, // destination matrix
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modelViewMatrix, // matrix to translate
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[-0.0, 0.0, -6.0],
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); // amount to translate
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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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setPositionAttribute(gl, buffers, programInfo);
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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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);
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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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{
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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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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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function setPositionAttribute(gl, buffers, programInfo) {
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const numComponents = 2; // pull out 2 values per iteration
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const type = gl.FLOAT; // the data in the buffer is 32bit floats
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set of values to the next
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// 0 = use type and numComponents above
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const offset = 0; // how many bytes inside the buffer to start from
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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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);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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}
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export { drawScene };
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29
www/init-buffers.js
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29
www/init-buffers.js
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function initBuffers(gl) {
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const positionBuffer = initPositionBuffer(gl);
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return {
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position: positionBuffer,
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};
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}
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function initPositionBuffer(gl) {
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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 = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
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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(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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}
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export { initBuffers };
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18
www/shader.html
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18
www/shader.html
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<!doctype html>
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<!-- Ref: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context -->
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<title>WebGL Demo</title>
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<script
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src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"
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integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ=="
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crossorigin="anonymous"
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defer></script>
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<script src="webgl-demo.js" type="module"></script>
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</head>
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<body>
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<canvas id="gl-canvas" width="640" height="480"></canvas>
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</body>
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</html>
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108
www/webgl-demo.js
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108
www/webgl-demo.js
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import { initBuffers } from "./init-buffers.js";
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import { drawScene } from "./draw-scene.js";
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main();
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/* TODO: Avoid using alerts! Check return values instead,
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* TODO: or create/use a Result like object.
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*/
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// Initialize a shader program, so WebGL knows how to draw our data
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function initShaderProgram(gl, vsSource, fsSource) {
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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 program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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alert(
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`Unable to initialize the shader program: ${gl.getProgramInfoLog(
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program,
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)}`,
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);
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return null;
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}
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return program;
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}
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// Creates a shader of the given type, uploads the source and compiles
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function loadShader(gl, type, source) {
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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(
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`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`,
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);
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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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function main() {
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const canvas = document.querySelector("#gl-canvas");
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// Initialize the GL context
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const gl = canvas.getContext("webgl");
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// Only continue if WebGL is available and working
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if (gl === null) {
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alert(
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"Unable to initialize WebGL. Your browser or machine may not support it.",
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);
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return;
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}
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// Vertex shader program
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const vsSource = `
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attribute vec4 aVertexPosition;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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void main() {
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gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
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}
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`;
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const fsSource = `
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void main() {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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`;
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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// Collect all the info needed to use the shader program.
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// Look up which attribute our shader program is using
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// for aVertexPosition and look up uniform locations.
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const programInfo = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"),
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},
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(shaderProgram, "uProjectionMatrix"),
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modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"),
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},
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};
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// Here's where we call the routine that builds all the
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// objects we'll be drawing.
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const buffers = initBuffers(gl);
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// Draw the scene
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drawScene(gl, programInfo, buffers);
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}
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