webgl added
This commit is contained in:
1048
Cargo.lock
generated
1048
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@ -5,3 +5,4 @@ edition = "2021"
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[dependencies]
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osmpbf = "0.3.4"
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yew = { git = "https://github.com/yewstack/yew/", features = ["csr"] }
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17
index.html
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17
index.html
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@ -0,0 +1,17 @@
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<!doctype html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL Demo</title>
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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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integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ=="
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crossorigin="anonymous"
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defer></script>
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<script src="webgl-demo.js" type="module"></script>
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</head>
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<body>
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<canvas id="glcanvas" width="640" height="480"></canvas>
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</body>
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</html>
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101
src/main.rs
101
src/main.rs
@ -1,4 +1,104 @@
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/*use std::fmt::write;
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use osmpbf::*;
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*/
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use yew::prelude::*;
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#[function_component]
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fn App() -> Html {
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let counter = use_state(|| 0);
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let onclick = {
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let counter = counter.clone();
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move |_| {
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let value = *counter + 1;
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counter.set(value);
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}
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};
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html! {
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<div>
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<button {onclick}>{ "+1" }</button>
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<p>{ *counter }</p>
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</div>
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}
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}
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fn main() {
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yew::Render::<App>::new().render();
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}
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/*
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const fn compileLinkProgram(vs: *const u8, vs_len: usize, fs: *const u8, fs_len: usize) -> i32 {
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let test_val: i32 = 1;
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test_val
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}
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const fn bind2DFloat32Data(data: *const f32, data_len: usize) -> i32 {
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let test_val: i32 = 1;
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test_val
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}
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pub fn glBindVertexArray(vao: i32) {
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println!("glBindVertexArray");
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}
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pub fn glClearColor(r: f32, g: f32, b: f32, a:f32) {
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println!("Clear Color");
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}
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pub fn glClear(mask: i32) {
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println!("Clear");
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}
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pub fn glUseProgram(program: i32) {
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println!("Using Program");
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}
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pub fn glDrawArrays(mode: i32, first: i32, last:i32) {
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println!("Draw Arrays");
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}
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const COLOR_BUFFER_BIT: i32 = 16384;
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const TRIANGLE_STRIP: i32 = 5;
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pub fn run() {
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const VS_SOURCE: &str = "attribute vec4 aVertexPosition; \
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void main() { \
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gl_Position = aVertexPosition; \
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} \
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;";
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const FS_SOURCE: &str = "void main() { \
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \
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} \
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";
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const POSITIONS: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
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const PROGRAM: i32 = compileLinkProgram(VS_SOURCE.as_ptr(), VS_SOURCE.len(), FS_SOURCE.as_ptr(), FS_SOURCE.len());
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const VAO: i32 = bind2DFloat32Data(POSITIONS.as_ptr(), POSITIONS.len());
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glBindVertexArray(VAO);
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// Set clear color to black, fully opaqe
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glClearColor(0.0, 0.0, 0.0, 1.0);
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// Clear the color buffer with specified clear color
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glClear(COLOR_BUFFER_BIT);
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glUseProgram(PROGRAM);
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{
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const offset = 0;
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cconst fn bind2DFloat32Data(data: *const f32, data_len: usize) -> i32 {
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let test_val: i32 = 1;
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test_val
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}
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const POSITIONS: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
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const PROGRAM: i32 = compileLinkProgram(VS_SOURCE.as_ptr(), VS_SOURCE.len(), FS_SOURCE.as_ptr(), FS_SOURCE.len());
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const VAO: i32 = bind2DFloat32Data(POSITIONS, POSITIONS.len());onst vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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fn main() {
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let reader = ElementReader::from_path(
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@ -27,3 +127,4 @@ fn main() {
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}
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}
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}
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*/
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126
webgl-demo.js
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126
webgl-demo.js
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@ -0,0 +1,126 @@
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//
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// start here
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//
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//
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//
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var gl = null;
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(
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`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`,
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);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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function compileLinkProgram(vertex_source, fragment_source) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_source);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_source);
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// Create the shader program
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert(
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`Unable to initialize the shader program: ${gl.getProgramInfoLog(
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shaderProgram,
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)}`,
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);
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return null;
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}
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return shaderProgram;
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}
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function bind2DFloat32Data(positions) {
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer
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// operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Now create an array of positions for the square.
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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const vao = gl.createVertexArray();
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gl.bindVertexArray(vao);
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const vertex_attrib = 0;
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const numComponents = 2;
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const type = gl.FLOAT; // the data in the buffer is 32bit floats
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set of values to the next
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// 0 = use type and numComponents above
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const offset = 0; // how many bytes inside the buffer to start from
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gl.vertexAttribPointer(
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vertex_attrib,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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gl.enableVertexAttribArray(vertex_attrib);
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return vao;
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}
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function main() {
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const canvas = document.querySelector("#glcanvas");
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// Initialize the GL context
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gl = canvas.getContext("webgl");
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// Only continue if WebGL is available and working
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if (gl === null) {
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alert(
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"Unable to initialize WebGL. Your browser or machine may not support it.",
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);
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return;
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}
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const vsSource = `
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attribute vec4 aVertexPosition;
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void main() {
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gl_Position = aVertexPosition;
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}
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`;
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const fsSource = `
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void main() {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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`;
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const shaderProgram = compileLinkProgram(vsSource, fsSource);
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const positions = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
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// Set clear color to black, fully opaqe
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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// Clear the color buffer with specified clear color
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(shaderProgram);
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{
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const offset = 0;
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const vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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window.load = main();
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