function drawScene(gl, programInfo, buffers, time) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // NOTE: this is how width/height is taken // const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. setPositionAttribute(gl, buffers, programInfo); gl.useProgram(programInfo.program); /* --- Set Uniform Variables --- */ // Time since page loaded in seconds gl.uniform1f( programInfo.uniformLocations.time, time, ); { const offset = 0; const vertexCount = 4; gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount); } } // Tell WebGL how to pull out the positions from the position // buffer into the vertexPosition attribute. function setPositionAttribute(gl, buffers, programInfo) { const numComponents = 2; // pull out 2 values per iteration const type = gl.FLOAT; // the data in the buffer is 32bit floats const normalize = false; // don't normalize const stride = 0; // how many bytes to get from one set of values to the next // 0 = use type and numComponents above const offset = 0; // how many bytes inside the buffer to start from gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); gl.vertexAttribPointer( programInfo.attribLocations.vertexPosition, numComponents, type, normalize, stride, offset, ); gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); } export { drawScene };