Use real time instead of fixed time steps
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@@ -78,7 +78,7 @@
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}
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}
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void main(void) {
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void main(void) {
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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.007+uTime*0.1,uTime*0.05),8,2.0); //Should be scaled along arbitary axis
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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.007+uTime*0.0001,uTime*0.00005),8,2.0); //Should be scaled along arbitary axis
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//float n = noise(vec3(gl_FragCoord.xy*0.01,uTime));
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//float n = noise(vec3(gl_FragCoord.xy*0.01,uTime));
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//vec3 cloudEffect = clouds(gl_FragCoord.x*0.005, gl_FragCoord.y*0.005);
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//vec3 cloudEffect = clouds(gl_FragCoord.x*0.005, gl_FragCoord.y*0.005);
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vec3 color = n + (vec3(1., 1., 1.)/2.);
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vec3 color = n + (vec3(1., 1., 1.)/2.);
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@@ -138,10 +138,10 @@ var lastTime = new Date().getTime();
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var counter = 0.0;
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var counter = 0.0;
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var fps = 0;
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var fps = 0;
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function drawScene(buffer: WebGLBuffer, program: WebGLProgram) {
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function drawScene(buffer: WebGLBuffer, program: WebGLProgram) {
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timeSpent += 1.0 / 60.0;
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fps++;
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fps++;
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let now = new Date();
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let now = new Date();
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let delta = now.getTime() - lastTime;
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let delta = now.getTime() - lastTime;
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timeSpent += delta;
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if ((counter += delta) >= 1000.) {
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if ((counter += delta) >= 1000.) {
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counter = 0;
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counter = 0;
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console.log("FPS: " + fps);
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console.log("FPS: " + fps);
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