add release build. Use FPS Camera and better input.
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28
index.html
28
index.html
@@ -84,7 +84,7 @@
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vec3 color = vec3(n) * 0.3;
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gl_FragColor = vec4(color,1.0);
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}
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</script>
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</script>
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<script id="ndc-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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@@ -188,33 +188,35 @@
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v_uv = positionAttr.xy;
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}
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</script>
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<script id="texture-fs" type="x-shader/x-fragment">
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<script id="sky-fs" type="x-shader/x-fragment">
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precision mediump float;
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uniform sampler2D u_texture;
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varying vec2 v_uv;
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varying vec3 fragPos;
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void main(void) {
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gl_FragColor = texture2D(u_texture, v_uv);
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gl_FragColor = vec4(fragPos,1.0);
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}
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</script>
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<script id="texture-vs" type="x-shader/x-vertex">
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<script id="sky-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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attribute vec2 a_uv;
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varying vec2 v_uv;
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uniform mat4 u_mvp;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 testModel;
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varying vec3 fragPos;
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void main(void) {
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gl_Position = u_mvp * vec4(positionAttr, 1.0);
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v_uv = a_uv;
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gl_PointSize = 10.;
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gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
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fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
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}
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</script>
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</header>
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<body>
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<canvas id="window" width="800" height="600"
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style="margin:0 auto; border: solid #000000 1px; display:block;"></canvas>
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style="margin:0 auto; border: solid #000000 1px; display:block; cursor:move;"></canvas>
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<script src="build/app.js"></script>
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</body>
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