diff --git a/index.html b/index.html
index 59503a2..8710501 100644
--- a/index.html
+++ b/index.html
@@ -85,6 +85,13 @@
gl_FragColor = vec4(color,1.0);
}
+
-
diff --git a/src/main.ts b/src/main.ts
index c950e9f..5e2fd1d 100644
--- a/src/main.ts
+++ b/src/main.ts
@@ -61,7 +61,7 @@ function generateGrid(N: number) {
}
var gridVAO: WebGLVertexArrayObject | null = null;
function initGridVAO() {
- generateGrid(2);
+ generateGrid(16);
gridVAO = gl.createVertexArray();
gl.bindVertexArray(gridVAO);
@@ -162,7 +162,7 @@ function initShaders() {
gl.enableVertexAttribArray(positionAttr);
}
{ //Get textueShaderProgram
- let vertexShader = getShader("ndc-vs");
+ let vertexShader = getShader("default-vs");
let fragmentShader = getShader("default-fs");
if (vertexShader == null || fragmentShader == null) {
@@ -278,11 +278,23 @@ function drawScene() {
var mvp = mat4.create();
mat4.identity(mvp);
- mat4.rotateY(mvp, mvp, timeSpent * 0.001);
+ mat4.perspective(mvp, 1.5, viewportWidth / viewportHeight, 0.1, 1000.);
+
+ // mat4.rotateY(mvp, mvp, timeSpent * 0.001);
+ //mat4.rotateX(mvp, mvp, 1.5);
+
+ let translation = vec3.create();
+ vec3.set(translation, -0.5, 0.0, -2.0);
+ mat4.translate(mvp, mvp, translation);
+ mat4.rotateX(mvp, mvp, 1.5);
+
+
gl.useProgram(textureProgram);
- let loc = gl.getUniformLocation(textureProgram, "MVP");
- gl.uniformMatrix4fv(loc, false, mvp);
+ let mvp_loc = gl.getUniformLocation(textureProgram, "MVP");
+ gl.uniformMatrix4fv(mvp_loc, false, mvp);
+ let uTime_loc = gl.getUniformLocation(textureProgram, "uTime");
+ gl.uniform1f(uTime_loc, timeSpent);
gl.bindVertexArray(gridVAO);
gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0);
}