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Karl TaüferKarl Taüfer
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Upgraded to glMatrix 2.2.0
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lesson01/gl-matrix-min.js

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lesson01/glMatrix-0.9.5.min.js

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lesson01/index.html

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@@ -4,7 +4,7 @@
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<title>Learning WebGL &mdash; lesson 1</title>
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<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
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<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script>
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<script type="text/javascript" src="gl-matrix-min.js"></script>
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<script id="shader-fs" type="x-shader/x-fragment">
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precision mediump float;
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var gl;
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function initGL(canvas) {
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try {
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gl = canvas.getContext("experimental-webgl");
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gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
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gl.viewportWidth = canvas.width;
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gl.viewportHeight = canvas.height;
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} catch (e) {
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gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
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mat4.perspective(pMatrix, 45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);
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mat4.identity(mvMatrix);
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mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]);
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mat4.translate(mvMatrix, mvMatrix, [-1.5, 0.0, -7.0]);
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gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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setMatrixUniforms();
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gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
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mat4.translate(mvMatrix, [3.0, 0.0, 0.0]);
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mat4.translate(mvMatrix, mvMatrix, [3.0, 0.0, 0.0]);
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gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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setMatrixUniforms();

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