200 lines
9.0 KiB
HTML
200 lines
9.0 KiB
HTML
<!DOCTYPE html>
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<html>
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<header>
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<title>Web Ocean</title>
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<script id="noise-fs" type="x-shader/x-fragment">
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precision mediump float;
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uniform float uTime;
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// Noise
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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 with octaves
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// https://mzucker.github.io/html/perlin-noise-math-faq mathematics
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// http://www.huttar.net/lars-kathy/graphics/perlin-noise/perlin-noise.html deeper look
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// https://thebookofshaders.com/11/
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//ordered by importance
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 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 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
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float noise(vec3 P) {
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vec3 i0 = mod289(floor(P)), i1 = mod289(i0 + vec3(1.0));
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vec3 f0 = fract(P), f1 = f0 - vec3(1.0), f = fade(f0);
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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 iz0 = i0.zzzz, iz1 = i1.zzzz;
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vec4 ixy = permute(permute(ix) + iy), ixy0 = permute(ixy + iz0), ixy1 = permute(ixy + iz1);
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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 gx1 = ixy1 * (1.0 / 7.0), gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0); gx1 = fract(gx1);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0), sz0 = step(gz0, vec4(0.0));
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1), sz1 = step(gz1, 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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gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 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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g2 = vec3(gx0.z,gy0.z,gz0.z), g3 = vec3(gx0.w,gy0.w,gz0.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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g6 = vec3(gx1.z,gy1.z,gz1.z), g7 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g0,g0), dot(g2,g2), dot(g1,g1), dot(g3,g3)));
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vec4 norm1 = taylorInvSqrt(vec4(dot(g4,g4), dot(g6,g6), dot(g5,g5), dot(g7,g7)));
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g0 *= norm0.x; g2 *= norm0.y; g1 *= norm0.z; g3 *= norm0.w;
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g4 *= norm1.x; g6 *= norm1.y; g5 *= norm1.z; g7 *= norm1.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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dot(g2, vec3(f0.x, f1.y, f0.z)), dot(g3, vec3(f1.x, f1.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(g6, vec3(f0.x, f1.y, f1.z)), dot(g7, vec3(f1.x, f1.y, f1.z))), f.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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}
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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 = 1.0;
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float maxValue = 0.0;
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for(int i = 0; i < 6; 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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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.003+uTime*0.00005,uTime*0.00005),8,2.6); //Should be scaled along arbitary axis
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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 = vec3(n) + (vec3(1., 1., 1.)/2.); //Scales the height off the waves (/8.0)
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gl_FragColor = vec4(color,1.0);
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}
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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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void main(void) {
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gl_Position = vec4(positionAttr, 1.0);
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}
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</script>
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<script id="default-fs" type="x-shader/x-fragment">
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precision mediump float;
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varying vec3 v_fragPos;
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varying vec2 v_uv;
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uniform sampler2D displace_map;
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vec3 lightPos = vec3(0.,0.,10.); //should be an directional light
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vec3 lightColor = vec3(1.0,1.0,1.0);
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//using forward difference
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//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
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void main(void) {
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vec4 displace = texture2D(displace_map, v_uv);
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//calculate normal
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float gridPointDelta = 1. / 256.;
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x);
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x);
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vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x);
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vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x);
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//vec3 tangent = normalize(right - currPoint);
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//vec3 biTangent = normalize(up - currPoint);
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vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
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vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
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//vec3 normal = biTangent;
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vec3 normal = cross(tangent, biTangent);
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vec3 norm = normalize(normal);
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vec3 lightDir = normalize(lightPos- v_fragPos);
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float diff = max(dot(norm,lightDir),0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
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//Old lightning
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//vec3 toCameraVector = v_fragPos - vec3(0.,0.,0.);
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//vec3 reflec = normalize(reflect(toCameraVector, normal));
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//Schlicks approximation to Fresnelfactor
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//float n1 = 1., n2 = 1.33333;
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//float R0 = pow((n1-n2)/(n1+n2), 2.);
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//float fresnel = R0 + (1. - R0)*pow((1.-dot(normal,reflec)),5.) ;
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//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
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//vec3 lightColor = vec3(1.,1.,1.);
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//gl_FragColor = vec4(mix(waterColor, vec3(1.,1.,1.),fresnel).xyz, 1.);
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//gl_FragColor = vec4(result,1.0);
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//gl_FragColor = vec4(normal,1.0);
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gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
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}
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</script>
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<script id="default-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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uniform mat4 model;
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uniform mat4 projection;
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uniform float uTime;
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uniform sampler2D displace_map;
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varying vec2 v_uv;
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varying vec3 v_fragPos;
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void main(void) {
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vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y));
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vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
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gl_Position = projection * worldPos;
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v_fragPos = worldPos.xyz;
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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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precision mediump float;
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uniform sampler2D u_texture;
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varying vec2 v_uv;
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void main(void) {
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gl_FragColor = texture2D(u_texture, v_uv);
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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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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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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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}
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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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<script src="build/app.js"></script>
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</body>
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</html> |