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@ -142,6 +142,14 @@
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142
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142
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program.color = gl.getUniformLocation(program, 'color');
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143
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143
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gl.uniform4f(program.color, -1, -1, -1, -1);
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144
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144
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|
145
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trixl.world = new Map([
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146
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[[0, 0, 2], {color: [0.7, 0, 0, 1]}],
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147
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[[-3.0, +0.0, 2], {color: [0.5, 0.5, 0.5, 1]}],
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148
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[[+3.0, +0.0, 2], {color: [0.5, 0.5, 0.5, 1]}],
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149
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[[+0.0, -3.0, 2], {color: [0.5, 0.5, 0.5, 1]}],
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150
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[[+0.0, +3.0, 2], {color: [0.5, 0.5, 0.5, 1]}]
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|
151
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]);
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152
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145
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153
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var angle = {x: 0, y: 0, z: 0};
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146
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154
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var offset = {x: 0, y: 0, z: 0};
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147
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155
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program.transform = gl.getUniformLocation(program, 'transform');
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@ -171,24 +179,13 @@
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171
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179
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172
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180
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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173
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181
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|
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174
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gl.uniform4f(program.color, (Math.sin(angle.x) + 1.0) * 0.5, 0, 0, 1.0);
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175
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gl.uniformMatrix4fv(program.transform, false, t);
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176
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gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
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177
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|
|
178
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var c = (Math.sin(angle.x) + 1.0) * 0.5;
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|
179
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gl.uniform4f(program.color, c, c, c, 1.0);
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180
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|
|
181
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gl.uniformMatrix4fv(program.transform, false, transform([-3.0, 0.0, 2]));
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182
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gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
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|
182
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for (var pair of trixl.world) {
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|
183
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var pos = pair[0], data = pair[1];
|
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183
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184
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|
|
184
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gl.uniformMatrix4fv(program.transform, false, transform([+3.0, 0.0, 2]));
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|
185
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gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
|
|
186
|
|
|
|
187
|
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gl.uniformMatrix4fv(program.transform, false, transform([+0.0, +3.0, 2]));
|
|
188
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gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
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189
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|
|
|
190
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gl.uniformMatrix4fv(program.transform, false, transform([+0.0, -3.0, 2]));
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191
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gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
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|
185
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gl.uniform4fv(program.color, data.color);
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|
186
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gl.uniformMatrix4fv(program.transform, false, transform(pos));
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|
187
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gl.drawArrays(gl.TRIANGLES, 0, 6 * 6);
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|
|
188
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}
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|
192
|
189
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|
|
193
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190
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gl.uniform4f(program.color, -1, -1, -1, 0);
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194
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191
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