text: /*
  Copyright (c) 2016, Brandon Jones.
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  */
  
  /*
  Heavily inspired by Mr. Doobs stats.js, this FPS counter is rendered completely
  with WebGL, allowing it to be shown in cases where overlaid HTML elements aren't
  usable (like WebVR), or if you want the FPS counter to be rendered as part of
  your scene.
  
  See stats-test.html for basic usage.
  */
  var WGLUStats = (function() {
  
    "use strict";
  
    //--------------------
    // glMatrix functions
    //--------------------
  
    // These functions have been copied here from glMatrix (glmatrix.net) to allow
    // this file to run standalone.
  
    var mat4_identity = function(out) {
        out[0] = 1;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;
        out[4] = 0;
        out[5] = 1;
        out[6] = 0;
        out[7] = 0;
        out[8] = 0;
        out[9] = 0;
        out[10] = 1;
        out[11] = 0;
        out[12] = 0;
        out[13] = 0;
        out[14] = 0;
        out[15] = 1;
        return out;
    };
  
    var mat4_multiply = function (out, a, b) {
        var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
            a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
            a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
            a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
  
        // Cache only the current line of the second matrix
        var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
        out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
        out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
        out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
        out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
  
        b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
        out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
        out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
        out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
        out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
  
        b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
        out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
        out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
        out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
        out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
  
        b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
        out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
        out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
        out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
        out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
        return out;
    };
  
    var mat4_fromTranslation = function(out, v) {
        out[0] = 1;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;
        out[4] = 0;
        out[5] = 1;
        out[6] = 0;
        out[7] = 0;
        out[8] = 0;
        out[9] = 0;
        out[10] = 1;
        out[11] = 0;
        out[12] = v[0];
        out[13] = v[1];
        out[14] = v[2];
        out[15] = 1;
        return out;
    };
  
    var mat4_ortho = function (out, left, right, bottom, top, near, far) {
        var lr = 1 / (left - right),
            bt = 1 / (bottom - top),
            nf = 1 / (near - far);
        out[0] = -2 * lr;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;
        out[4] = 0;
        out[5] = -2 * bt;
        out[6] = 0;
        out[7] = 0;
        out[8] = 0;
        out[9] = 0;
        out[10] = 2 * nf;
        out[11] = 0;
        out[12] = (left + right) * lr;
        out[13] = (top + bottom) * bt;
        out[14] = (far + near) * nf;
        out[15] = 1;
        return out;
    };
  
    var mat4_translate = function (out, a, v) {
        var x = v[0], y = v[1], z = v[2],
            a00, a01, a02, a03,
            a10, a11, a12, a13,
            a20, a21, a22, a23;
  
        if (a === out) {
            out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
            out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
            out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
            out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
        } else {
            a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
            a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
            a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
  
            out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
            out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
            out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
  
            out[12] = a00 * x + a10 * y + a20 * z + a[12];
            out[13] = a01 * x + a11 * y + a21 * z + a[13];
            out[14] = a02 * x + a12 * y + a22 * z + a[14];
            out[15] = a03 * x + a13 * y + a23 * z + a[15];
        }
  
        return out;
    };
  
    var mat4_scale = function(out, a, v) {
        var x = v[0], y = v[1], z = v[2];
  
        out[0] = a[0] * x;
        out[1] = a[1] * x;
        out[2] = a[2] * x;
        out[3] = a[3] * x;
        out[4] = a[4] * y;
        out[5] = a[5] * y;
        out[6] = a[6] * y;
        out[7] = a[7] * y;
        out[8] = a[8] * z;
        out[9] = a[9] * z;
        out[10] = a[10] * z;
        out[11] = a[11] * z;
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];
        return out;
    };
  
    //-------------------
    // Utility functions
    //-------------------
  
    function linkProgram(gl, vertexSource, fragmentSource, attribLocationMap) {
      // No error checking for brevity.
      var vertexShader = gl.createShader(gl.VERTEX_SHADER);
      gl.shaderSource(vertexShader, vertexSource);
      gl.compileShader(vertexShader);
  
      var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
      gl.shaderSource(fragmentShader, fragmentSource);
      gl.compileShader(fragmentShader);
  
      var program = gl.createProgram();
      gl.attachShader(program, vertexShader);
      gl.attachShader(program, fragmentShader);
  
      for (var attribName in attribLocationMap)
        gl.bindAttribLocation(program, attribLocationMap[attribName], attribName);
  
      gl.linkProgram(program);
  
      gl.deleteShader(vertexShader);
      gl.deleteShader(fragmentShader);
  
      return program;
    }
  
    function getProgramUniforms(gl, program) {
      var uniforms = {};
      var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
      var uniformName = "";
      for (var i = 0; i < uniformCount; i++) {
        var uniformInfo = gl.getActiveUniform(program, i);
        uniformName = uniformInfo.name.replace("[0]", "");
        uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
      }
      return uniforms;
    }
  
    //----------------------------
    // Seven-segment text display
    //----------------------------
  
    var sevenSegmentVS = [
      "uniform mat4 projectionMat;",
      "uniform mat4 modelViewMat;",
      "attribute vec2 position;",
  
      "void main() {",
      "  gl_Position = projectionMat * modelViewMat * vec4( position, 0.0, 1.0 );",
      "}",
    ].join("\n");
  
    var sevenSegmentFS = [
      "precision mediump float;",
      "uniform vec4 color;",
  
      "void main() {",
      "  gl_FragColor = color;",
      "}",
    ].join("\n");
  
    var SevenSegmentText = function (gl) {
      this.gl = gl;
  
      this.attribs = {
        position: 0,
        color: 1
      };
  
      this.program = linkProgram(gl, sevenSegmentVS, sevenSegmentFS, this.attribs);
      this.uniforms = getProgramUniforms(gl, this.program);
  
      var verts = [];
      var segmentIndices = {};
      var indices = [];
  
      var width = 0.5;
      var thickness = 0.25;
      this.kerning = 2.0;
  
      this.matrix = new Float32Array(16);
  
      function defineSegment(id, left, top, right, bottom) {
        var idx = verts.length / 2;
        verts.push(
            left, top,
            right, top,
            right, bottom,
            left, bottom);
  
        segmentIndices[id] = [
            idx, idx+2, idx+1,
            idx, idx+3, idx+2];
      }
  
      var characters = {};
      this.characters = characters;
  
      function defineCharacter(c, segments) {
        var character = {
          character: c,
          offset: indices.length * 2,
          count: 0
        };
  
        for (var i = 0; i < segments.length; ++i) {
          var idx = segments[i];
          var segment = segmentIndices[idx];
          character.count += segment.length;
          indices.push.apply(indices, segment);
        }
  
        characters[c] = character;
      }
  
      /* Segment layout is as follows:
  
      |-0-|
      3   4
      |-1-|
      5   6
      |-2-|
  
      */
  
      defineSegment(0, -1, 1, width, 1-thickness);
      defineSegment(1, -1, thickness*0.5, width, -thickness*0.5);
      defineSegment(2, -1, -1+thickness, width, -1);
      defineSegment(3, -1, 1, -1+thickness, -thickness*0.5);
      defineSegment(4, width-thickness, 1, width, -thickness*0.5);
      defineSegment(5, -1, thickness*0.5, -1+thickness, -1);
      defineSegment(6, width-thickness, thickness*0.5, width, -1);
  
  
      defineCharacter("0", [0, 2, 3, 4, 5, 6]);
      defineCharacter("1", [4, 6]);
      defineCharacter("2", [0, 1, 2, 4, 5]);
      defineCharacter("3", [0, 1, 2, 4, 6]);
      defineCharacter("4", [1, 3, 4, 6]);
      defineCharacter("5", [0, 1, 2, 3, 6]);
      defineCharacter("6", [0, 1, 2, 3, 5, 6]);
      defineCharacter("7", [0, 4, 6]);
      defineCharacter("8", [0, 1, 2, 3, 4, 5, 6]);
      defineCharacter("9", [0, 1, 2, 3, 4, 6]);
      defineCharacter("A", [0, 1, 3, 4, 5, 6]);
      defineCharacter("B", [1, 2, 3, 5, 6]);
      defineCharacter("C", [0, 2, 3, 5]);
      defineCharacter("D", [1, 2, 4, 5, 6]);
      defineCharacter("E", [0, 1, 2, 4, 6]);
      defineCharacter("F", [0, 1, 3, 5]);
      defineCharacter("P", [0, 1, 3, 4, 5]);
      defineCharacter("-", [1]);
      defineCharacter(" ", []);
      defineCharacter("_", [2]); // Used for undefined characters
  
      this.vertBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.DYNAMIC_DRAW);
  
      this.indexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
    };
  
    SevenSegmentText.prototype.render = function(projectionMat, modelViewMat, text, r, g, b, a) {
      var gl = this.gl;
  
      if (r == undefined || g == undefined || b == undefined) {
        r = 0.0;
        g = 1.0;
        b = 0.0;
      }
  
      if (a == undefined)
        a = 1.0;
  
      gl.useProgram(this.program);
  
      gl.uniformMatrix4fv(this.uniforms.projectionMat, false, projectionMat);
      gl.uniform4f(this.uniforms.color, r, g, b, a);
  
      gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
  
      gl.enableVertexAttribArray(this.attribs.position);
      gl.vertexAttribPointer(this.attribs.position, 2, gl.FLOAT, false, 8, 0);
  
      text = text.toUpperCase();
  
      var offset = 0;
  
      for (var i = 0; i < text.length; ++i) {
        var c;
        if (text[i] in this.characters) {
          c = this.characters[text[i]];
        } else {
          c = this.characters["_"];
        }
  
        if (c.count != 0) {
          mat4_fromTranslation(this.matrix, [offset, 0, 0]);
          mat4_multiply(this.matrix, modelViewMat, this.matrix);
  
          gl.uniformMatrix4fv(this.uniforms.modelViewMat, false, this.matrix);
          gl.drawElements(gl.TRIANGLES, c.count, gl.UNSIGNED_SHORT, c.offset);
  
        }
  
        offset += this.kerning;
      }
    }
  
    //-----------
    // FPS Graph
    //-----------
  
    var statsVS = [
      "uniform mat4 projectionMat;",
      "uniform mat4 modelViewMat;",
      "attribute vec3 position;",
      "attribute vec3 color;",
      "varying vec4 vColor;",
  
      "void main() {",
      "  vColor = vec4(color, 1.0);",
      "  gl_Position = projectionMat * modelViewMat * vec4( position, 1.0 );",
      "}",
    ].join("\n");
  
    var statsFS = [
      "precision mediump float;",
      "varying vec4 vColor;",
  
      "void main() {",
      "  gl_FragColor = vColor;",
      "}",
    ].join("\n");
  
    var segments = 30;
    var maxFPS = 90;
  
    function segmentToX(i) {
      return ((0.9/segments) * i) - 0.45;
    }
  
    function fpsToY(value) {
      return (Math.min(value, maxFPS) * (0.7 / maxFPS)) - 0.45;
    }
  
    function fpsToRGB(value) {
      return {
        r: Math.max(0.0, Math.min(1.0, 1.0 - (value/60))),
        g: Math.max(0.0, Math.min(1.0, ((value-15)/(maxFPS-15)))),
        b: Math.max(0.0, Math.min(1.0, ((value-15)/(maxFPS-15))))
      };
    }
  
    var now = (window.performance && performance.now) ? performance.now.bind(performance) : Date.now;
  
    var Stats = function(gl, enablePerformanceMonitoring) {
      this.gl = gl;
      this.enablePerformanceMonitoring = enablePerformanceMonitoring;
  
      this.sevenSegmentText = new SevenSegmentText(gl);
  
      this.startTime = now();
      this.prevFrameTime = this.startTime;
      this.prevGraphUpdateTime = this.startTime;
      this.frames = 0;
      this.fpsAverage = 0;
      this.fpsMin = 0;
      this.fpsStep = enablePerformanceMonitoring ? 1000 : 250;
  
      this.orthoProjMatrix = new Float32Array(16);
      this.orthoViewMatrix = new Float32Array(16);
      this.modelViewMatrix = new Float32Array(16);
  
      // Hard coded because it doesn't change:
      // Scale by 0.075 in X and Y
      // Translate into upper left corner w/ z = 0.02
      this.textMatrix = new Float32Array([
        0.075, 0, 0, 0,
        0, 0.075, 0, 0,
        0, 0, 1, 0,
        -0.3625, 0.3625, 0.02, 1
      ]);
  
      this.lastSegment = 0;
  
      this.attribs = {
        position: 0,
        color: 1
      };
  
      this.program = linkProgram(gl, statsVS, statsFS, this.attribs);
      this.uniforms = getProgramUniforms(gl, this.program);
  
      var fpsVerts = [];
      var fpsIndices = [];
  
      // Graph geometry
      for (var i = 0; i < segments; ++i) {
        // Bar top
        fpsVerts.push(segmentToX(i), fpsToY(0), 0.02, 0.0, 1.0, 1.0);
        fpsVerts.push(segmentToX(i+1), fpsToY(0), 0.02, 0.0, 1.0, 1.0);
  
        // Bar bottom
        fpsVerts.push(segmentToX(i), fpsToY(0), 0.02, 0.0, 1.0, 1.0);
        fpsVerts.push(segmentToX(i+1), fpsToY(0), 0.02, 0.0, 1.0, 1.0);
  
        var idx = i * 4;
        fpsIndices.push(idx, idx+3, idx+1,
                        idx+3, idx, idx+2);
      }
  
      function addBGSquare(left, bottom, right, top, z, r, g, b) {
        var idx = fpsVerts.length / 6;
  
        fpsVerts.push(left, bottom, z, r, g, b);
        fpsVerts.push(right, top, z, r, g, b);
        fpsVerts.push(left, top, z, r, g, b);
        fpsVerts.push(right, bottom, z, r, g, b);
  
        fpsIndices.push(idx, idx+1, idx+2,
                       idx, idx+3, idx+1);
      };
  
      // Panel Background
      addBGSquare(-0.5, -0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.125);
  
      // FPS Background
      addBGSquare(-0.45, -0.45, 0.45, 0.25, 0.01, 0.0, 0.0, 0.4);
  
      // 30 FPS line
      addBGSquare(-0.45, fpsToY(30), 0.45, fpsToY(32), 0.015, 0.5, 0.0, 0.5);
  
      // 60 FPS line
      addBGSquare(-0.45, fpsToY(60), 0.45, fpsToY(62), 0.015, 0.2, 0.0, 0.75);
  
      this.fpsVertBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, this.fpsVertBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fpsVerts), gl.DYNAMIC_DRAW);
  
      this.fpsIndexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.fpsIndexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(fpsIndices), gl.STATIC_DRAW);
  
      this.fpsIndexCount = fpsIndices.length;
    };
  
    Stats.prototype.begin = function() {
      this.startTime = now();
    };
  
    Stats.prototype.end = function() {
      var time = now();
  
      var frameFps = 1000 / (time - this.prevFrameTime);
      this.prevFrameTime = time;
      this.fpsMin = this.frames ? Math.min(this.fpsMin, frameFps) : frameFps;
      this.frames++;
  
      if (time > this.prevGraphUpdateTime + this.fpsStep) {
        var intervalTime = time - this.prevGraphUpdateTime;
        this.fpsAverage = Math.round(1000 / (intervalTime / this.frames));
  
        // Draw both average and minimum FPS for this period
        // so that dropped frames are more clearly visible.
        this.updateGraph(this.fpsMin, this.fpsAverage);
        if (this.enablePerformanceMonitoring) {
          console.log("Average FPS: " + this.fpsAverage + " " +
                      "Min FPS: " + this.fpsMin);
        }
  
        this.prevGraphUpdateTime = time;
        this.frames = 0;
        this.fpsMin = 0;
      }
    };
  
    Stats.prototype.updateGraph = function(valueLow, valueHigh) {
      var gl = this.gl;
  
      var color = fpsToRGB(valueLow);
      // Draw a range from the low to high value. Artificially widen the
      // range a bit to ensure that near-equal values still remain
      // visible - the logic here should match that used by the
      // "60 FPS line" setup below. Hitting 60fps consistently will
      // keep the top half of the 60fps background line visible.
      var y0 = fpsToY(valueLow - 1);
      var y1 = fpsToY(valueHigh + 1);
  
      gl.bindBuffer(gl.ARRAY_BUFFER, this.fpsVertBuffer);
  
      // Update the current segment with the new FPS value
      var updateVerts = [
        segmentToX(this.lastSegment), y1, 0.02, color.r, color.g, color.b,
        segmentToX(this.lastSegment+1), y1, 0.02, color.r, color.g, color.b,
        segmentToX(this.lastSegment), y0, 0.02, color.r, color.g, color.b,
        segmentToX(this.lastSegment+1), y0, 0.02, color.r, color.g, color.b,
      ];
  
      // Re-shape the next segment into the green "progress" line
      color.r = 0.2;
      color.g = 1.0;
      color.b = 0.2;
  
      if (this.lastSegment == segments - 1) {
        // If we're updating the last segment we need to do two bufferSubDatas
        // to update the segment and turn the first segment into the progress line.
        gl.bufferSubData(gl.ARRAY_BUFFER, this.lastSegment * 24 * 4, new Float32Array(updateVerts));
        updateVerts = [
          segmentToX(0), fpsToY(maxFPS), 0.02, color.r, color.g, color.b,
          segmentToX(.25), fpsToY(maxFPS), 0.02, color.r, color.g, color.b,
          segmentToX(0), fpsToY(0), 0.02, color.r, color.g, color.b,
          segmentToX(.25), fpsToY(0), 0.02, color.r, color.g, color.b
        ];
        gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(updateVerts));
      } else {
        updateVerts.push(
          segmentToX(this.lastSegment+1), fpsToY(maxFPS), 0.02, color.r, color.g, color.b,
          segmentToX(this.lastSegment+1.25), fpsToY(maxFPS), 0.02, color.r, color.g, color.b,
          segmentToX(this.lastSegment+1), fpsToY(0), 0.02, color.r, color.g, color.b,
          segmentToX(this.lastSegment+1.25), fpsToY(0), 0.02, color.r, color.g, color.b
        );
        gl.bufferSubData(gl.ARRAY_BUFFER, this.lastSegment * 24 * 4, new Float32Array(updateVerts));
      }
  
      this.lastSegment = (this.lastSegment+1) % segments;
    };
  
    Stats.prototype.render = function(projectionMat, modelViewMat) {
      var gl = this.gl;
  
      gl.useProgram(this.program);
  
      gl.uniformMatrix4fv(this.uniforms.projectionMat, false, projectionMat);
      gl.uniformMatrix4fv(this.uniforms.modelViewMat, false, modelViewMat);
  
      gl.enableVertexAttribArray(this.attribs.position);
      gl.enableVertexAttribArray(this.attribs.color);
  
      gl.bindBuffer(gl.ARRAY_BUFFER, this.fpsVertBuffer);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.fpsIndexBuffer);
  
      gl.vertexAttribPointer(this.attribs.position, 3, gl.FLOAT, false, 24, 0);
      gl.vertexAttribPointer(this.attribs.color, 3, gl.FLOAT, false, 24, 12);
  
      // Draw the graph and background in a single call
      gl.drawElements(gl.TRIANGLES, this.fpsIndexCount, gl.UNSIGNED_SHORT, 0);
  
      mat4_multiply(this.modelViewMatrix, modelViewMat, this.textMatrix);
      this.sevenSegmentText.render(projectionMat, this.modelViewMatrix, this.fpsAverage + " FP5");
    }
  
    Stats.prototype.renderOrtho = function(x, y, width, height) {
      var canvas = this.gl.canvas;
  
      if (x == undefined || y == undefined) {
        x = 10 * window.devicePixelRatio;
        y = 10 * window.devicePixelRatio;
      }
      if (width == undefined || height == undefined) {
        width = 75 * window.devicePixelRatio;
        height = 75 * window.devicePixelRatio;
      }
  
      mat4_ortho(this.orthoProjMatrix, 0, canvas.width, 0, canvas.height, 0.1, 1024);
  
      mat4_identity(this.orthoViewMatrix);
      mat4_translate(this.orthoViewMatrix, this.orthoViewMatrix, [x, canvas.height - height - y, -1]);
      mat4_scale(this.orthoViewMatrix, this.orthoViewMatrix, [width, height, 1]);
      mat4_translate(this.orthoViewMatrix, this.orthoViewMatrix, [0.5, 0.5, 0]);
  
      this.render(this.orthoProjMatrix, this.orthoViewMatrix);
    }
  
    return Stats;
  })();
  