render fake perlin noise waves
This commit is contained in:
136
index.html
136
index.html
@@ -1,66 +1,104 @@
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<!DOCTYPE html>
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<!DOCTYPE html>
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<html>
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<html>
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<header>
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<header>
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<title>Web Ocean</title>
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<title>Web Ocean</title>
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<script id="shader-fs" type="x-shader/x-fragment">
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<script id="shader-fs" type="x-shader/x-fragment">
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precision mediump float;
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precision mediump float;
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uniform float uTime;
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// Noise
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// Noise
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// Source: https://medium.com/neosavvy-labs/webgl-with-perlin-noise-part-1-a87b56bbc9fb
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// Source: https://medium.com/neosavvy-labs/webgl-with-perlin-noise-part-1-a87b56bbc9fb function
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// Description: https://flafla2.github.io/2014/08/09/perlinnoise.html
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// Description: https://flafla2.github.io/2014/08/09/perlinnoise.html with octaves
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// https://mzucker.github.io/html/perlin-noise-math-faq.
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// https://mzucker.github.io/html/perlin-noise-math-faq mathematics
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// https://thebookofshaders.com/11/
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// http://www.huttar.net/lars-kathy/graphics/perlin-noise/perlin-noise.html deeper look
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//ordered by importance
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// https://thebookofshaders.com/11/
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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//ordered by importance
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float noise(vec3 P) {
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vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
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vec3 i0 = mod289(floor(P)), i1 = mod289(i0 + vec3(1.0));
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float noise(vec3 P) {
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vec3 f0 = fract(P), f1 = f0 - vec3(1.0), f = fade(f0);
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vec3 i0 = mod289(floor(P)), i1 = mod289(i0 + vec3(1.0));
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vec4 ix = vec4(i0.x, i1.x, i0.x, i1.x), iy = vec4(i0.yy, i1.yy);
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vec3 f0 = fract(P), f1 = f0 - vec3(1.0), f = fade(f0);
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vec4 iz0 = i0.zzzz, iz1 = i1.zzzz;
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vec4 ix = vec4(i0.x, i1.x, i0.x, i1.x), iy = vec4(i0.yy, i1.yy);
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vec4 ixy = permute(permute(ix) + iy), ixy0 = permute(ixy + iz0), ixy1 = permute(ixy + iz1);
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vec4 iz0 = i0.zzzz, iz1 = i1.zzzz;
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vec4 gx0 = ixy0 * (1.0 / 7.0), gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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vec4 ixy = permute(permute(ix) + iy), ixy0 = permute(ixy + iz0), ixy1 = permute(ixy + iz1);
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vec4 gx1 = ixy1 * (1.0 / 7.0), gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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vec4 gx0 = ixy0 * (1.0 / 7.0), gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0); gx1 = fract(gx1);
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vec4 gx1 = ixy1 * (1.0 / 7.0), gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0), sz0 = step(gz0, vec4(0.0));
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gx0 = fract(gx0); gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1), sz1 = step(gz1, vec4(0.0));
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0), sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1), sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec3 g0 = vec3(gx0.x,gy0.x,gz0.x), g1 = vec3(gx0.y,gy0.y,gz0.y),
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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g2 = vec3(gx0.z,gy0.z,gz0.z), g3 = vec3(gx0.w,gy0.w,gz0.w),
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vec3 g0 = vec3(gx0.x,gy0.x,gz0.x), g1 = vec3(gx0.y,gy0.y,gz0.y),
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g4 = vec3(gx1.x,gy1.x,gz1.x), g5 = vec3(gx1.y,gy1.y,gz1.y),
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g2 = vec3(gx0.z,gy0.z,gz0.z), g3 = vec3(gx0.w,gy0.w,gz0.w),
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g6 = vec3(gx1.z,gy1.z,gz1.z), g7 = vec3(gx1.w,gy1.w,gz1.w);
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g4 = vec3(gx1.x,gy1.x,gz1.x), g5 = vec3(gx1.y,gy1.y,gz1.y),
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vec4 norm0 = taylorInvSqrt(vec4(dot(g0,g0), dot(g2,g2), dot(g1,g1), dot(g3,g3)));
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g6 = vec3(gx1.z,gy1.z,gz1.z), g7 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm1 = taylorInvSqrt(vec4(dot(g4,g4), dot(g6,g6), dot(g5,g5), dot(g7,g7)));
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vec4 norm0 = taylorInvSqrt(vec4(dot(g0,g0), dot(g2,g2), dot(g1,g1), dot(g3,g3)));
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g0 *= norm0.x; g2 *= norm0.y; g1 *= norm0.z; g3 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g4,g4), dot(g6,g6), dot(g5,g5), dot(g7,g7)));
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g4 *= norm1.x; g6 *= norm1.y; g5 *= norm1.z; g7 *= norm1.w;
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g0 *= norm0.x; g2 *= norm0.y; g1 *= norm0.z; g3 *= norm0.w;
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vec4 nz = mix(vec4(dot(g0, vec3(f0.x, f0.y, f0.z)), dot(g1, vec3(f1.x, f0.y, f0.z)),
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g4 *= norm1.x; g6 *= norm1.y; g5 *= norm1.z; g7 *= norm1.w;
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dot(g2, vec3(f0.x, f1.y, f0.z)), dot(g3, vec3(f1.x, f1.y, f0.z))),
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vec4 nz = mix(vec4(dot(g0, vec3(f0.x, f0.y, f0.z)), dot(g1, vec3(f1.x, f0.y, f0.z)),
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vec4(dot(g4, vec3(f0.x, f0.y, f1.z)), dot(g5, vec3(f1.x, f0.y, f1.z)),
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dot(g2, vec3(f0.x, f1.y, f0.z)), dot(g3, vec3(f1.x, f1.y, f0.z))),
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dot(g6, vec3(f0.x, f1.y, f1.z)), dot(g7, vec3(f1.x, f1.y, f1.z))), f.z);
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vec4(dot(g4, vec3(f0.x, f0.y, f1.z)), dot(g5, vec3(f1.x, f0.y, f1.z)),
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return 2.2 * mix(mix(nz.x,nz.z,f.y), mix(nz.y,nz.w,f.y), f.x);
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dot(g6, vec3(f0.x, f1.y, f1.z)), dot(g7, vec3(f1.x, f1.y, f1.z))), f.z);
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}
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return 2.2 * mix(mix(nz.x,nz.z,f.y), mix(nz.y,nz.w,f.y), f.x);
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}
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float octavedPerlinNoise(vec3 P,int octaves,float persistence) {
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float total = 0.0;
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float frequency = 128.0;
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float amplitude = 4.0;
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float maxValue = 0.0;
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for(int i = 0; i < 8; i++) {
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total += noise((P*frequency)) * amplitude;
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maxValue += amplitude;
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amplitude *= persistence;
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frequency /= 2.;
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}
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return total/maxValue;
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}
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float turbulence(vec3 P) {
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float f = 0., s = 1.;
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for (int i = 0 ; i < 9 ; i++) {
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f += abs(noise(s * P)) / s;
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s *= 2.;
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P = vec3(.866 * P.x + .5 * P.z, P.y + 100., -.5 * P.x + .866 * P.z);
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}
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return f;
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}
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vec3 clouds(float x, float y) {
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float L = turbulence(vec3(x, y, 1. * .1));
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return vec3(noise(vec3(.5, .5, L) * .7));
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}
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void main(void) {
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void main(void) {
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float n = noise(vec3(gl_FragCoord.xy*0.2,0.0));
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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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gl_FragColor = vec4(n,n,n,1.0);
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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 color = n + (vec3(1., 1., 1.)/2.);
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gl_FragColor = vec4(color,1.0);
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}
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}
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</script>
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</script>
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<script id="shader-vs" type="x-shader/x-vertex">
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<script id="shader-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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attribute vec3 positionAttr;
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void main(void) {
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void main(void) {
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gl_Position = vec4(positionAttr, 1.0);
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gl_Position = vec4(positionAttr, 1.0);
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}
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}
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</script>
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</script>
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</header>
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</header>
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<body>
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<canvas id="window" width="800" height="600" style="margin:0 auto; border: solid #000000 1px; display:block;"></canvas>
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<body>
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<script src="build/app.js"></script>
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<canvas id="window" width="800" height="600"
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</body>
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style="margin:0 auto; border: solid #000000 1px; display:block;"></canvas>
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<script src="build/app.js"></script>
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</body>
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</html>
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</html>
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20
src/main.ts
20
src/main.ts
@@ -2,8 +2,6 @@ var gl: WebGLRenderingContext;
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var viewportWidth = 0;
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var viewportWidth = 0;
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var viewportHeight = 0;
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var viewportHeight = 0;
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main();
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function initGL(canvas: HTMLCanvasElement) {
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function initGL(canvas: HTMLCanvasElement) {
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var gltemp;
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var gltemp;
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try {
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try {
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@@ -27,9 +25,9 @@ function initGL(canvas: HTMLCanvasElement) {
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function initGeometry() {
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function initGeometry() {
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let VBO = gl.createBuffer();
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let VBO = gl.createBuffer();
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let vertexData = [-0.5, -0.5, 0.0,
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let vertexData = [-1.0, -1.0, 0.0,
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0.5, -0.5, 0.0,
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1.0, -1.0, 0.0,
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0.0, 0.5, 0.0];
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0.0, 1.0, 0.0];
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
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@@ -99,20 +97,24 @@ function initShaders() {
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return program;
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return program;
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}
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}
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var timeSpent = 0.0;
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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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gl.viewport(0, 0, viewportWidth, viewportHeight);
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gl.viewport(0, 0, viewportWidth, viewportHeight);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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// There are 7 floating-point values per vertex
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// There are 7 floating-point values per vertex
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var stride = 3 * Float32Array.BYTES_PER_ELEMENT;
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let stride = 3 * Float32Array.BYTES_PER_ELEMENT;
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// Set up position stream
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// Set up position stream
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
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gl.enableVertexAttribArray(0);
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gl.enableVertexAttribArray(0);
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gl.useProgram(program);
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gl.useProgram(program);
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let uTime = gl.getUniformLocation(program, "uTime");
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gl.uniform1f(uTime, timeSpent);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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}
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@@ -130,10 +132,12 @@ function main() {
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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if (triangleVBO != null && shaderProgram != null) {
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if (triangleVBO != null && shaderProgram != null) {
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drawScene(triangleVBO, shaderProgram);
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window.setInterval(drawScene, 1000 / 60, triangleVBO, shaderProgram);
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}
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}
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if(gl.getError() != gl.NO_ERROR) {
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if (gl.getError() != gl.NO_ERROR) {
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console.log("OpenGL Error!: ");
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console.log("OpenGL Error!: ");
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}
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}
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}
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}
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main();
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