Spaces:
Running
Running
Update test.js
Browse files
test.js
CHANGED
|
@@ -2,6 +2,7 @@
|
|
| 2 |
|
| 3 |
function main() {
|
| 4 |
// Get a WebGL2 context
|
|
|
|
| 5 |
const canvas = document.querySelector("#canvas");
|
| 6 |
const gl = canvas.getContext("webgl2");
|
| 7 |
if (!gl) {
|
|
@@ -9,7 +10,8 @@ function main() {
|
|
| 9 |
}
|
| 10 |
|
| 11 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 12 |
-
// Vertex
|
|
|
|
| 13 |
const vs = `#version 300 es
|
| 14 |
in vec4 a_position;
|
| 15 |
void main() {
|
|
@@ -18,11 +20,10 @@ function main() {
|
|
| 18 |
`;
|
| 19 |
|
| 20 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 21 |
-
// Fragment
|
| 22 |
-
// This shader rayβmarches a
|
| 23 |
-
//
|
| 24 |
-
//
|
| 25 |
-
// a pleasing color variation based on the local vibration amplitude.
|
| 26 |
const fs = `#version 300 es
|
| 27 |
precision highp float;
|
| 28 |
|
|
@@ -31,147 +32,134 @@ function main() {
|
|
| 31 |
uniform float iTime;
|
| 32 |
out vec4 outColor;
|
| 33 |
|
| 34 |
-
// A
|
| 35 |
-
vec3
|
| 36 |
-
|
| 37 |
-
|
| 38 |
-
|
| 39 |
-
|
| 40 |
-
|
| 41 |
}
|
| 42 |
|
| 43 |
-
// The
|
| 44 |
-
//
|
| 45 |
-
|
| 46 |
-
|
| 47 |
-
|
| 48 |
-
|
| 49 |
-
|
| 50 |
-
|
| 51 |
-
|
| 52 |
-
|
|
|
|
| 53 |
}
|
| 54 |
|
| 55 |
-
//
|
| 56 |
-
|
| 57 |
-
|
| 58 |
-
|
| 59 |
-
float hx = plate(pos + vec2(eps, 0.0), t) - h;
|
| 60 |
-
float hz = plate(pos + vec2(0.0, eps), t) - h;
|
| 61 |
-
return normalize(vec3(-hx, 1.0, -hz));
|
| 62 |
}
|
| 63 |
|
| 64 |
-
//
|
| 65 |
-
|
| 66 |
-
|
| 67 |
-
|
| 68 |
-
|
| 69 |
-
|
| 70 |
-
|
| 71 |
-
|
| 72 |
}
|
| 73 |
|
| 74 |
-
//
|
| 75 |
-
|
| 76 |
-
|
| 77 |
-
|
| 78 |
-
|
| 79 |
-
float
|
| 80 |
-
|
| 81 |
-
|
| 82 |
-
for (int i = 0; i < 500; i++) {
|
| 83 |
-
vec3 pos = ro + rd * tCurrent;
|
| 84 |
-
float d = mapHeight(pos, t);
|
| 85 |
-
if (d < 0.001) {
|
| 86 |
-
hit = true;
|
| 87 |
-
break;
|
| 88 |
-
}
|
| 89 |
-
tCurrent += stepSize;
|
| 90 |
-
if (tCurrent > tMax) break;
|
| 91 |
-
}
|
| 92 |
-
if (!hit) return -1.0;
|
| 93 |
-
// Refine the hit point with a short binary search.
|
| 94 |
-
float tA = tCurrent - stepSize;
|
| 95 |
-
float tB = tCurrent;
|
| 96 |
-
for (int i = 0; i < 10; i++) {
|
| 97 |
-
float tMid = (tA + tB) * 0.5;
|
| 98 |
-
float dMid = mapHeight(ro + rd * tMid, t);
|
| 99 |
-
if (dMid > 0.0) {
|
| 100 |
-
tA = tMid;
|
| 101 |
-
} else {
|
| 102 |
-
tB = tMid;
|
| 103 |
-
}
|
| 104 |
}
|
| 105 |
-
|
|
|
|
|
|
|
|
|
|
| 106 |
}
|
| 107 |
|
| 108 |
void main() {
|
| 109 |
-
|
| 110 |
-
|
| 111 |
-
|
| 112 |
-
// Use the mouse to control the cameraβs azimuth and pitch.
|
| 113 |
-
// Horizontal movement rotates 0β2Ο; vertical movement adjusts pitch.
|
| 114 |
-
float angle = iMouse.x / iResolution.x * 6.28318; // full rotation
|
| 115 |
-
float pitch = mix(0.4, 1.2, iMouse.y / iResolution.y);
|
| 116 |
-
float radius = 4.0;
|
| 117 |
-
vec3 ro = vec3(
|
| 118 |
-
radius * cos(pitch) * cos(angle),
|
| 119 |
-
radius * sin(pitch),
|
| 120 |
-
radius * cos(pitch) * sin(angle)
|
| 121 |
-
);
|
| 122 |
-
vec3 target = vec3(0.0, 0.0, 0.0);
|
| 123 |
|
| 124 |
-
|
| 125 |
-
|
| 126 |
-
|
| 127 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 128 |
|
| 129 |
-
|
| 130 |
-
|
|
|
|
|
|
|
| 131 |
|
| 132 |
-
|
| 133 |
-
|
| 134 |
-
vec3 color;
|
| 135 |
-
if (tHit > 0.0) {
|
| 136 |
-
vec3 pos = ro + rd * tHit;
|
| 137 |
-
// Get the local normal from the heightfield
|
| 138 |
-
vec3 normal = calcNormal(vec2(pos.x, pos.z), iTime);
|
| 139 |
|
| 140 |
-
|
| 141 |
-
|
| 142 |
-
|
| 143 |
-
|
| 144 |
-
|
| 145 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 146 |
|
| 147 |
-
|
| 148 |
-
|
| 149 |
-
|
|
|
|
| 150 |
|
| 151 |
-
|
| 152 |
-
|
| 153 |
-
|
| 154 |
-
|
| 155 |
-
|
| 156 |
-
|
| 157 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 158 |
}
|
| 159 |
`;
|
| 160 |
-
|
| 161 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 162 |
// Create and compile the shader program using webgl-utils.
|
| 163 |
const program = webglUtils.createProgramFromSources(gl, [vs, fs]);
|
| 164 |
-
|
| 165 |
// Look up attribute and uniform locations.
|
| 166 |
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
|
| 167 |
const resolutionLocation = gl.getUniformLocation(program, "iResolution");
|
| 168 |
const mouseLocation = gl.getUniformLocation(program, "iMouse");
|
| 169 |
const timeLocation = gl.getUniformLocation(program, "iTime");
|
| 170 |
-
|
| 171 |
// Create a vertex array object (VAO) and bind it.
|
| 172 |
const vao = gl.createVertexArray();
|
| 173 |
gl.bindVertexArray(vao);
|
| 174 |
-
|
| 175 |
// Create a buffer and put a fullβscreen quad in it.
|
| 176 |
const positionBuffer = gl.createBuffer();
|
| 177 |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
@@ -187,25 +175,25 @@ function main() {
|
|
| 187 |
]),
|
| 188 |
gl.STATIC_DRAW
|
| 189 |
);
|
| 190 |
-
|
| 191 |
-
// Enable the
|
| 192 |
gl.enableVertexAttribArray(positionAttributeLocation);
|
| 193 |
gl.vertexAttribPointer(
|
| 194 |
positionAttributeLocation,
|
| 195 |
-
2,
|
| 196 |
-
gl.FLOAT,
|
| 197 |
false,
|
| 198 |
0,
|
| 199 |
0
|
| 200 |
);
|
| 201 |
-
|
| 202 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 203 |
-
//
|
| 204 |
const playpauseElem = document.querySelector(".playpause");
|
| 205 |
const inputElem = document.querySelector(".divcanvas");
|
| 206 |
inputElem.addEventListener("mouseover", requestFrame);
|
| 207 |
inputElem.addEventListener("mouseout", cancelFrame);
|
| 208 |
-
|
| 209 |
let mouseX = 0;
|
| 210 |
let mouseY = 0;
|
| 211 |
function setMousePosition(e) {
|
|
@@ -213,7 +201,6 @@ function main() {
|
|
| 213 |
mouseX = e.clientX - rect.left;
|
| 214 |
mouseY = rect.height - (e.clientY - rect.top) - 1;
|
| 215 |
}
|
| 216 |
-
|
| 217 |
inputElem.addEventListener("mousemove", setMousePosition);
|
| 218 |
inputElem.addEventListener("touchstart", (e) => {
|
| 219 |
e.preventDefault();
|
|
@@ -229,9 +216,9 @@ function main() {
|
|
| 229 |
playpauseElem.classList.remove("playpausehide");
|
| 230 |
cancelFrame();
|
| 231 |
}, { passive: false });
|
| 232 |
-
|
| 233 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 234 |
-
// Animation loop
|
| 235 |
let requestId;
|
| 236 |
function requestFrame() {
|
| 237 |
if (!requestId) {
|
|
@@ -244,32 +231,27 @@ function main() {
|
|
| 244 |
requestId = undefined;
|
| 245 |
}
|
| 246 |
}
|
| 247 |
-
|
| 248 |
let then = 0;
|
| 249 |
let time = 0;
|
| 250 |
function render(now) {
|
| 251 |
requestId = undefined;
|
| 252 |
-
now *= 0.001; //
|
| 253 |
const elapsedTime = Math.min(now - then, 0.1);
|
| 254 |
time += elapsedTime;
|
| 255 |
then = now;
|
| 256 |
-
|
| 257 |
-
// Resize canvas if needed.
|
| 258 |
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
|
| 259 |
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
|
| 260 |
-
|
| 261 |
-
// Use our program and bind our VAO.
|
| 262 |
gl.useProgram(program);
|
| 263 |
gl.bindVertexArray(vao);
|
| 264 |
|
| 265 |
-
// Set
|
| 266 |
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
|
| 267 |
gl.uniform2f(mouseLocation, mouseX, mouseY);
|
| 268 |
gl.uniform1f(timeLocation, time);
|
| 269 |
|
| 270 |
-
// Draw the fullβscreen quad.
|
| 271 |
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| 272 |
-
|
| 273 |
requestFrame();
|
| 274 |
}
|
| 275 |
|
|
|
|
| 2 |
|
| 3 |
function main() {
|
| 4 |
// Get a WebGL2 context
|
| 5 |
+
/** @type {HTMLCanvasElement} */
|
| 6 |
const canvas = document.querySelector("#canvas");
|
| 7 |
const gl = canvas.getContext("webgl2");
|
| 8 |
if (!gl) {
|
|
|
|
| 10 |
}
|
| 11 |
|
| 12 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 13 |
+
// Vertex Shader
|
| 14 |
+
// Simply passes along vertex positions.
|
| 15 |
const vs = `#version 300 es
|
| 16 |
in vec4 a_position;
|
| 17 |
void main() {
|
|
|
|
| 20 |
`;
|
| 21 |
|
| 22 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 23 |
+
// Fragment Shader
|
| 24 |
+
// This shader rayβmarches a sphere whose radius is perturbed by multiple
|
| 25 |
+
// cymatic (sineβbased) modes. Its surface is lit with diffuse and specular
|
| 26 |
+
// shading and decorated with intricate stripe textures and a wild color palette.
|
|
|
|
| 27 |
const fs = `#version 300 es
|
| 28 |
precision highp float;
|
| 29 |
|
|
|
|
| 32 |
uniform float iTime;
|
| 33 |
out vec4 outColor;
|
| 34 |
|
| 35 |
+
// A wild palette function that returns vivid colors.
|
| 36 |
+
vec3 wildPalette(float t) {
|
| 37 |
+
vec3 a = vec3(0.5, 0.5, 0.5);
|
| 38 |
+
vec3 b = vec3(0.5, 0.5, 0.5);
|
| 39 |
+
vec3 c = vec3(1.0, 1.0, 1.0);
|
| 40 |
+
vec3 d = vec3(0.0, 0.33, 0.67);
|
| 41 |
+
return a + b * cos(6.28318 * (c * t + d));
|
| 42 |
}
|
| 43 |
|
| 44 |
+
// The sphereβs surface is modulated by several sineβbased modes.
|
| 45 |
+
// We compute a βdisplacementβ that is added to the base radius.
|
| 46 |
+
float sphereDisplacement(vec3 p, float t) {
|
| 47 |
+
float r = length(p);
|
| 48 |
+
float theta = acos(p.y / r);
|
| 49 |
+
float phi = atan(p.z, p.x);
|
| 50 |
+
// Three modes for a rich, cymatic effect:
|
| 51 |
+
float d1 = sin(3.0 * theta + t) * sin(4.0 * phi + 1.3 * t);
|
| 52 |
+
float d2 = cos(5.0 * theta - 0.7 * t) * sin(2.0 * phi + 1.1 * t);
|
| 53 |
+
float d3 = sin(7.0 * theta + 3.0 * t) * cos(6.0 * phi - 2.0 * t);
|
| 54 |
+
return 0.2 * (d1 + d2 + d3);
|
| 55 |
}
|
| 56 |
|
| 57 |
+
// Signed distance function for the deformed (cymatic) sphere.
|
| 58 |
+
// Base sphere has radius 1.0; its radius is perturbed by sphereDisplacement.
|
| 59 |
+
float sdCymaticSphere(vec3 p, float t) {
|
| 60 |
+
return length(p) - (1.0 + sphereDisplacement(p, t));
|
|
|
|
|
|
|
|
|
|
| 61 |
}
|
| 62 |
|
| 63 |
+
// Compute the normal at point p via finite differences of the SDF.
|
| 64 |
+
vec3 calcNormal(vec3 p, float t) {
|
| 65 |
+
float eps = 0.001;
|
| 66 |
+
vec3 n;
|
| 67 |
+
n.x = sdCymaticSphere(p + vec3(eps, 0.0, 0.0), t) - sdCymaticSphere(p - vec3(eps, 0.0, 0.0), t);
|
| 68 |
+
n.y = sdCymaticSphere(p + vec3(0.0, eps, 0.0), t) - sdCymaticSphere(p - vec3(0.0, eps, 0.0), t);
|
| 69 |
+
n.z = sdCymaticSphere(p + vec3(0.0, 0.0, eps), t) - sdCymaticSphere(p - vec3(0.0, 0.0, eps), t);
|
| 70 |
+
return normalize(n);
|
| 71 |
}
|
| 72 |
|
| 73 |
+
// Rayβmarching routine to find the intersection of a ray with the deformed sphere.
|
| 74 |
+
float raymarch(vec3 ro, vec3 rd, float t, out vec3 pos) {
|
| 75 |
+
float depth = 0.0;
|
| 76 |
+
for (int i = 0; i < 100; i++) {
|
| 77 |
+
pos = ro + rd * depth;
|
| 78 |
+
float dist = sdCymaticSphere(pos, t);
|
| 79 |
+
if (abs(dist) < 0.001) {
|
| 80 |
+
return depth;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 81 |
}
|
| 82 |
+
depth += dist;
|
| 83 |
+
if (depth >= 20.0) break;
|
| 84 |
+
}
|
| 85 |
+
return -1.0;
|
| 86 |
}
|
| 87 |
|
| 88 |
void main() {
|
| 89 |
+
// Normalized pixel coordinates (centered on zero)
|
| 90 |
+
vec2 uv = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 91 |
|
| 92 |
+
// Use mouse position to control the cameraβs azimuth and pitch.
|
| 93 |
+
float angle = iMouse.x / iResolution.x * 6.28318;
|
| 94 |
+
float pitch = mix(0.3, 1.2, iMouse.y / iResolution.y);
|
| 95 |
+
float radius = 4.0;
|
| 96 |
+
vec3 ro = vec3(
|
| 97 |
+
radius * cos(pitch) * cos(angle),
|
| 98 |
+
radius * sin(pitch),
|
| 99 |
+
radius * cos(pitch) * sin(angle)
|
| 100 |
+
);
|
| 101 |
+
vec3 target = vec3(0.0);
|
| 102 |
|
| 103 |
+
// Build a simple camera coordinate system.
|
| 104 |
+
vec3 forward = normalize(target - ro);
|
| 105 |
+
vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
|
| 106 |
+
vec3 up = cross(right, forward);
|
| 107 |
|
| 108 |
+
// Compute the ray direction.
|
| 109 |
+
vec3 rd = normalize(forward + uv.x * right + uv.y * up);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 110 |
|
| 111 |
+
// Rayβmarch the scene.
|
| 112 |
+
vec3 pos;
|
| 113 |
+
float d = raymarch(ro, rd, iTime, pos);
|
| 114 |
+
vec3 color;
|
| 115 |
+
if (d > 0.0) {
|
| 116 |
+
// Surface hit: compute normal for lighting.
|
| 117 |
+
vec3 normal = calcNormal(pos, iTime);
|
| 118 |
+
vec3 lightDir = normalize(vec3(0.8, 1.0, 0.6));
|
| 119 |
+
float diff = max(dot(normal, lightDir), 0.0);
|
| 120 |
+
vec3 viewDir = normalize(ro - pos);
|
| 121 |
+
vec3 halfDir = normalize(lightDir + viewDir);
|
| 122 |
+
float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
|
| 123 |
+
|
| 124 |
+
// Compute spherical coordinates for the hit point.
|
| 125 |
+
float rPos = length(pos);
|
| 126 |
+
float theta = acos(pos.y / rPos);
|
| 127 |
+
float phi = atan(pos.z, pos.x);
|
| 128 |
|
| 129 |
+
// Use the cymatic displacement to drive the wild color palette.
|
| 130 |
+
float sp = sphereDisplacement(pos, iTime);
|
| 131 |
+
float factor = sp * 5.0;
|
| 132 |
+
vec3 baseColor = wildPalette(factor + sin(iTime));
|
| 133 |
|
| 134 |
+
// Add intricate stripe textures via highβfrequency sine patterns.
|
| 135 |
+
float stripes = sin(10.0 * phi + iTime) * sin(10.0 * theta + iTime);
|
| 136 |
+
baseColor *= 0.5 + 0.5 * stripes;
|
| 137 |
+
|
| 138 |
+
// Combine the base color with lighting.
|
| 139 |
+
color = baseColor * diff + vec3(0.2) * spec;
|
| 140 |
+
color = mix(color, baseColor, 0.3);
|
| 141 |
+
} else {
|
| 142 |
+
// No hit: use a subtle background gradient.
|
| 143 |
+
color = mix(vec3(0.0, 0.0, 0.1), vec3(0.0), uv.y + 0.5);
|
| 144 |
+
}
|
| 145 |
+
outColor = vec4(color, 1.0);
|
| 146 |
}
|
| 147 |
`;
|
| 148 |
+
|
| 149 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 150 |
// Create and compile the shader program using webgl-utils.
|
| 151 |
const program = webglUtils.createProgramFromSources(gl, [vs, fs]);
|
| 152 |
+
|
| 153 |
// Look up attribute and uniform locations.
|
| 154 |
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
|
| 155 |
const resolutionLocation = gl.getUniformLocation(program, "iResolution");
|
| 156 |
const mouseLocation = gl.getUniformLocation(program, "iMouse");
|
| 157 |
const timeLocation = gl.getUniformLocation(program, "iTime");
|
| 158 |
+
|
| 159 |
// Create a vertex array object (VAO) and bind it.
|
| 160 |
const vao = gl.createVertexArray();
|
| 161 |
gl.bindVertexArray(vao);
|
| 162 |
+
|
| 163 |
// Create a buffer and put a fullβscreen quad in it.
|
| 164 |
const positionBuffer = gl.createBuffer();
|
| 165 |
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
|
|
| 175 |
]),
|
| 176 |
gl.STATIC_DRAW
|
| 177 |
);
|
| 178 |
+
|
| 179 |
+
// Enable the attribute.
|
| 180 |
gl.enableVertexAttribArray(positionAttributeLocation);
|
| 181 |
gl.vertexAttribPointer(
|
| 182 |
positionAttributeLocation,
|
| 183 |
+
2, // 2 components per vertex
|
| 184 |
+
gl.FLOAT, // data type is float
|
| 185 |
false,
|
| 186 |
0,
|
| 187 |
0
|
| 188 |
);
|
| 189 |
+
|
| 190 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 191 |
+
// Set up mouse/touch interactions.
|
| 192 |
const playpauseElem = document.querySelector(".playpause");
|
| 193 |
const inputElem = document.querySelector(".divcanvas");
|
| 194 |
inputElem.addEventListener("mouseover", requestFrame);
|
| 195 |
inputElem.addEventListener("mouseout", cancelFrame);
|
| 196 |
+
|
| 197 |
let mouseX = 0;
|
| 198 |
let mouseY = 0;
|
| 199 |
function setMousePosition(e) {
|
|
|
|
| 201 |
mouseX = e.clientX - rect.left;
|
| 202 |
mouseY = rect.height - (e.clientY - rect.top) - 1;
|
| 203 |
}
|
|
|
|
| 204 |
inputElem.addEventListener("mousemove", setMousePosition);
|
| 205 |
inputElem.addEventListener("touchstart", (e) => {
|
| 206 |
e.preventDefault();
|
|
|
|
| 216 |
playpauseElem.classList.remove("playpausehide");
|
| 217 |
cancelFrame();
|
| 218 |
}, { passive: false });
|
| 219 |
+
|
| 220 |
//ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
|
| 221 |
+
// Animation loop.
|
| 222 |
let requestId;
|
| 223 |
function requestFrame() {
|
| 224 |
if (!requestId) {
|
|
|
|
| 231 |
requestId = undefined;
|
| 232 |
}
|
| 233 |
}
|
| 234 |
+
|
| 235 |
let then = 0;
|
| 236 |
let time = 0;
|
| 237 |
function render(now) {
|
| 238 |
requestId = undefined;
|
| 239 |
+
now *= 0.001; // Convert to seconds.
|
| 240 |
const elapsedTime = Math.min(now - then, 0.1);
|
| 241 |
time += elapsedTime;
|
| 242 |
then = now;
|
| 243 |
+
|
|
|
|
| 244 |
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
|
| 245 |
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
|
|
|
|
|
|
|
| 246 |
gl.useProgram(program);
|
| 247 |
gl.bindVertexArray(vao);
|
| 248 |
|
| 249 |
+
// Set uniforms.
|
| 250 |
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
|
| 251 |
gl.uniform2f(mouseLocation, mouseX, mouseY);
|
| 252 |
gl.uniform1f(timeLocation, time);
|
| 253 |
|
|
|
|
| 254 |
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
|
|
| 255 |
requestFrame();
|
| 256 |
}
|
| 257 |
|