pouic long boiiiiiiii
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@ -1,20 +1,69 @@
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function initBuffers(gl)
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{
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const positionBuffer = initPositionBuffer(gl);
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return { position: positionBuffer };
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const vertexBuffer = initVertexBuffer(gl);
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const indexBuffer = initIndexBuffer(gl);
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const normalBuffer = initNormalBuffer(gl);
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return { vertex: vertexBuffer, index : indexBuffer, normal: normalBuffer };
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}
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function initPositionBuffer(gl)
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function initVertexBuffer(gl)
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{
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
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const positions = [
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// Front face
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-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
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// Back face
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-1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0,
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// Top face
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-1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
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// Bottom face
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-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,
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// Right face
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1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0,
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// Left face
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-1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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}
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function initNormalBuffer(gl)
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{
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const normalBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
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const vertexNormals = [
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// Front
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0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,
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// Back
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0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0,
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// Top
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0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,
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// Bottom
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0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,
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// Right
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1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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// Left
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-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
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return normalBuffer;
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}
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function initIndexBuffer(gl)
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{
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const indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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const indices = [
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0, 1, 2, 0, 2, 3, // front
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4, 5, 6, 4, 6, 7, // back
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8, 9, 10, 8, 10, 11, // top
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12, 13, 14, 12, 14, 15, // bottom
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16, 17, 18, 16, 18, 19, // right
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20, 21, 22, 20, 22, 23, // left
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];
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
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return indexBuffer;
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}
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export { initBuffers };
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@ -1,25 +1,35 @@
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const vertex_shader_source = `
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attribute vec4 aPos;
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attribute vec4 aColor;
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attribute vec3 aNormal;
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uniform mat4 uModView;
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uniform mat4 uProj;
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uniform mat4 uNormalMat;
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varying lowp vec4 vColor;
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varying highp vec3 vLighting;
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void main()
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{
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gl_Position = uProj * uModView * aPos;
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vColor = aColor;
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highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
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highp vec3 directionalLightColor = vec3(1, 1, 1);
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highp vec3 directionalVector = normalize(vec3(0.85, 0.8, 0.75));
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highp vec4 transformedNormal = uNormalMat * vec4(aNormal, 1.0);
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highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
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vLighting = ambientLight + (directionalLightColor * directional);
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}
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`;
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const fragment_shader_source = `
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varying lowp vec4 vColor;
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varying highp vec3 vLighting;
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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highp vec3 color = vec3(1.0, 1.0, 1.0);
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gl_FragColor = vec4(color * vLighting, 1.0);
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}
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`;
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@ -50,7 +60,7 @@ function loadShader(gl, type, source)
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if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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{
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alert(`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
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alert(`An error occurred while compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
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gl.deleteShader(shader);
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return null;
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}
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