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efdedb23b8
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2 changed files with 12 additions and 4 deletions
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@ -3,7 +3,7 @@
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<html lang="en">
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<html lang="en">
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<head>
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<head>
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<meta charset="utf-8" />
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<meta charset="utf-8" />
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<title>WebGL Demo</title>
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<title>have you tried crying more?</title>
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<!-- <script -->
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<!-- <script -->
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<!-- src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js" -->
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<!-- src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js" -->
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<!-- integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ==" -->
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<!-- integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ==" -->
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@ -70,21 +70,29 @@ function renderShader(gl, vsSource, fsSource) {
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// Draw the scene
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// Draw the scene
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// drawScene(gl, programInfo, buffers, 0);
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// drawScene(gl, programInfo, buffers, 0);
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const fpsLimit = 30;
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const fpsDelta = 1000 / 30;
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// let timePrev = 0;
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// let timePrev = 0;
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// requestAnimationFrame asks the browser to call render,
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// requestAnimationFrame asks the browser to call render,
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// providing the time in milliseconds since the page loaded
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// providing the time in milliseconds since the page loaded
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function render(time) {
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function render(time) {
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time *= 0.001; // convert to seconds
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time *= 0.001; // convert to seconds
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// deltaTime = time - prevTime;
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// delta = time - timePrev;
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// prevTime = time;
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drawScene(gl, programInfo, buffers, time);
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drawScene(gl, programInfo, buffers, time);
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setTimeout(() => requestAnimationFrame(render), fpsDelta);
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}
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function update() {
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requestAnimationFrame(render);
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requestAnimationFrame(render);
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}
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}
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requestAnimationFrame(render);
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// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
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// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
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// window.addEventListener('resize', render);
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// window.addEventListener('resize', render);
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requestAnimationFrame(render);
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// update();
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// setInterval(update, 1000 / fpsLimit);
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}
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}
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function fetchShader(name) {
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function fetchShader(name) {
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