This commit is contained in:
parent
52f489c5b2
commit
eee4bbfc15
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@ -14,6 +14,7 @@
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<script src="/js/webgl.js"></script>
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<script src="/js/glmatrix.js"></script>
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<script src="/js/obj.js"></script>
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<script src="/js/main.js" type="module" defer></script>
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<script>
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@ -22,7 +23,9 @@
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</head>
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<body>
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<canvas></canvas>
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<!-- <canvas width="320" height="180"></canvas> -->
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<canvas width="640" height="360"></canvas>
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<!-- <canvas width="1920" height="1080"></canvas> -->
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</body>
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</html>
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93
js/main.js
93
js/main.js
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@ -3,26 +3,14 @@ const canvas = document.getElementsByTagName("canvas")[0];
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const gl = canvas.getContext("webgl", { antialias: false, preserveDrawingBuffer: false });
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var projectionMatrix = mat4.create();
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const resizeCanvas = () => {
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var width = gl.canvas.clientWidth;
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var height = gl.canvas.clientHeight;
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if (gl.canvas.width != width || gl.canvas.height != height) {
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gl.canvas.width = width;
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gl.canvas.height = height;
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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mat4.perspective(
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mat4.perspective(
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projectionMatrix,
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(45 * Math.PI) / 180,
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gl.canvas.clientWidth / gl.canvas.clientHeight,
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gl.drawingBufferWidth / gl.drawingBufferHeight,
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0.1, 100.0
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);
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}
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}
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);
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resizeCanvas();
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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/* Load shaders */
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const fetchText = async url => (await fetch(url)).text();
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@ -33,60 +21,35 @@ const program = compile(gl, vsSrc, fsSrc);
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gl.useProgram(program);
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/* WebGL set-up */
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearColor(.1137, .1254, .1294, 1.0);
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gl.enable(gl.DEPTH_TEST);
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/* Geometry */
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var verts = new Float32Array([
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1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0,
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1.0, -1.0, 1.0,
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1.0, -1.0, -1.0,
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1.0, 1.0, -1.0,
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-1.0, 1.0, -1.0,
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-1.0, -1.0, -1.0,
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]);
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// var makeVerts = (szX, szZ) => {
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// var fverts = new Float32Array([]);
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// var findices = new Uint16Array([]);
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// for (var x = 0; x <= szX; x += 1) {
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// for (var z = 0; z <= szZ; z += 1) {
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// var cverts = new Float32Array([
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// /* Geometry */
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// var verts = new Float32Array([
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// 1.0, 1.0, 1.0,
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// -1.0, 1.0, 1.0,
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// -1.0, 0.0, 1.0,
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// 1.0, 0.0, 1.0,
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// 1.0, 0.0, -1.0,
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// -1.0, -1.0, 1.0,
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// 1.0, -1.0, 1.0,
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// 1.0, -1.0, -1.0,
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// 1.0, 1.0, -1.0,
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// -1.0, 1.0, -1.0,
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// -1.0, 0.0, -1.0,
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// -1.0, -1.0, -1.0,
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// ]);
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// var cindices = new Uint8Array([
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// // Indices of the vertices for each triangle
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// var indices = new Uint8Array([
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// 0, 1, 2, 0, 2, 3, // front
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// 0, 3, 4, 0, 4, 5, // right
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// 0, 5, 6, 0, 6, 1, // up
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// 1, 6, 7, 1, 7, 2, // left
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// 7, 4, 3, 7, 3, 2, // down
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// 4, 7, 6, 4, 6, 5 // back
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// ]).map;
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// }
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// }
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// };
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// ]);
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// var myVerts = makeVerts(5, 5);
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const mdlSrc = await fetchText("/model/Shinji.obj");
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const [verts, normals, indices] = parseObj(mdlSrc);
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// Indices of the vertices for each triangle
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var indices = new Uint8Array([
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0, 1, 2, 0, 2, 3, // front
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0, 3, 4, 0, 4, 5, // right
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0, 5, 6, 0, 6, 1, // up
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1, 6, 7, 1, 7, 2, // left
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7, 4, 3, 7, 3, 2, // down
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4, 7, 6, 4, 6, 5 // back
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]);
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console.log(verts, normals, indices)
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const modelViewMatrix = mat4.create();
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mat4.translate(
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@ -102,14 +65,13 @@ var u_modelViewMtx = gl.getUniformLocation(program, 'u_modelViewMtx');
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var u_clock = gl.getUniformLocation(program, 'u_clock');
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/* Create buffers */
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);
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buffer(gl, verts, program, 'a_position', 3, gl.FLOAT);
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buffer(gl, normals, program, 'a_normal', 3, gl.FLOAT);
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/* Indices */
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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gl.vertexAttribPointer(a_position, 3, gl.FLOAT, false, verts.BYTES_PER_ELEMENT * 3, 0);
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gl.enableVertexAttribArray(a_position);
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/* Utility function */
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const rotate3D = (mtx, x, y, z) => {
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mat4.rotate(
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@ -129,14 +91,13 @@ const rotate3D = (mtx, x, y, z) => {
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);
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};
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rotate3D(modelViewMatrix, 0.4, 0, 0);
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/* Render */
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var lastDraw = performance.now();
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const draw = () => {
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requestAnimationFrame(draw);
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// Resize if needed
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resizeCanvas(gl);
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// Rotate camera
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var delta = performance.now() - lastDraw + 0.001;
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lastDraw = performance.now();
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@ -144,17 +105,17 @@ const draw = () => {
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var r1 = 1 / delta;
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var r2 = r1 * 2;
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r1 = (r1 * Math.PI) / 180;
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r2 = (r1 * Math.PI) / 180;
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// rotate3D(modelViewMatrix, r1, r2, r1);
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r2 = (r2 * Math.PI) / 180;
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rotate3D(modelViewMatrix, 0, r1, 0);
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// Set uniforms
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gl.uniformMatrix4fv(u_projectionMtx, false, projectionMatrix);
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gl.uniformMatrix4fv(u_modelViewMtx, false, modelViewMatrix);
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gl.uniform1f(u_clock, performance.now() % 16384);
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gl.uniform1f(u_clock, performance.now() % 4096);
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// Draw triangles
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0);
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gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
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}
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/* Start */
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@ -0,0 +1,60 @@
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function parseObj(docStr) {
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const positions = [];
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const normals = [];
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const indices = [];
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const ops = {
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v(str) {
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var xyz = str.match(/[0-9.-]+/g).map(Number);
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positions.push(xyz);
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},
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vn(str) {
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var xyz = str.match(/[0-9.-]+/g).map(Number);
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normals.push(xyz);
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},
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f(str) {
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const ind = [];
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for (var faceStr of str.split(" ")) {
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var [iV, iVt, iVn] = faceStr.split("/").map(Number);
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/* obj uses 1-based indices */
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iV--; iVt--; iVn--;
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ind.push({
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iV: iV,
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// iVt: iVt,
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iVn: iVn,
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});
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}
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/* triangulate. */
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for (var i = 0; i < ind.length - 2; i++) {
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indices.push(
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ind[0].iV,
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ind[i + 1].iV,
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ind[i + 2].iV,
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);
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}
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}
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};
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for (var line of docStr.split("\n")) { /* if you use crlf that sucks lol */
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if (line == "" || line.startsWith("#")) {
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continue;
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}
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var tks = line.split(" ");
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var op = tks.shift();
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var cont = tks.join(" ");
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var opFunc = ops[op];
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if (opFunc) opFunc(cont);
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}
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return [
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new Float32Array(positions.flat()),
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new Float32Array(normals.flat()),
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new Uint16Array(indices),
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]
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}
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uniform float u_clock;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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float color = mod(u_clock, 4096.0) / 4096.0;
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gl_FragColor = vec4(hsv2rgb(vec3(color, 0.8, 1.0)), 1.0);
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gl_FragColor = vec4(.9215, .8588, .698, 1.0);
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}
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uniform float u_clock;
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void main() {
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float v = u_clock / 4096.0;
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gl_Position = u_projectionMtx * u_modelViewMtx * a_position * vec4(1.0, mix(1.0, v, step(0.0, a_position.y)), 1.0, 1.0);
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gl_Position = u_projectionMtx * u_modelViewMtx * a_position;
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}
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