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scenejs-all-transparent-diff

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Feb 10th, 2012
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  1. gl.setTracing(true);
  2. gl.clearColor(0, 0, 0, 1);
  3. gl.clearDepth(1);
  4. gl.enable(gl.DEPTH_TEST);
  5. gl.disable(gl.CULL_FACE);
  6. gl.depthRange(0, 1);
  7. gl.disable(gl.SCISSOR_TEST);
  8. SceneJS.Scene config 'loggingElementId' omitted and failed to find default logging element with ID '_scenejs-default-logging' - that's OK, logging to browser console instead
  9. SceneJS V2.0.0 initialised
  10. Scene defined: theScene
  11. var buffer0 = gl.createBuffer();
  12. gl.bindBuffer(gl.ARRAY_BUFFER, buffer0);
  13. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  14. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  15. var buffer1 = gl.createBuffer();
  16. gl.bindBuffer(gl.ARRAY_BUFFER, buffer1);
  17. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  18. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  19. var buffer2 = gl.createBuffer();
  20. gl.bindBuffer(gl.ARRAY_BUFFER, buffer2);
  21. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  22. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  23. var buffer3 = gl.createBuffer();
  24. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer3);
  25. gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [] ), gl.STATIC_DRAW);
  26. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
  27. var buffer4 = gl.createBuffer();
  28. gl.bindBuffer(gl.ARRAY_BUFFER, buffer4);
  29. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  30. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  31. var buffer5 = gl.createBuffer();
  32. gl.bindBuffer(gl.ARRAY_BUFFER, buffer5);
  33. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  34. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  35. var buffer6 = gl.createBuffer();
  36. gl.bindBuffer(gl.ARRAY_BUFFER, buffer6);
  37. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  38. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  39. var buffer7 = gl.createBuffer();
  40. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer7);
  41. gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [] ), gl.STATIC_DRAW);
  42. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
  43. var buffer8 = gl.createBuffer();
  44. gl.bindBuffer(gl.ARRAY_BUFFER, buffer8);
  45. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  46. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  47. var buffer9 = gl.createBuffer();
  48. gl.bindBuffer(gl.ARRAY_BUFFER, buffer9);
  49. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  50. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  51. var buffer10 = gl.createBuffer();
  52. gl.bindBuffer(gl.ARRAY_BUFFER, buffer10);
  53. gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
  54. gl.bindBuffer(gl.ARRAY_BUFFER, null);
  55. var buffer11 = gl.createBuffer();
  56. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer11);
  57. gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [] ), gl.STATIC_DRAW);
  58. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
  59. gl.clearDepth(1);
  60. gl.enable(gl.DEPTH_TEST);
  61. gl.disable(gl.CULL_FACE);
  62. gl.frontFace(gl.CCW);
  63. gl.cullFace(gl.BACK);
  64. gl.depthFunc(gl.LESS);
  65. gl.depthRange(0, 1);
  66. gl.disable(gl.SCISSOR_TEST);
  67. gl.disable(gl.BLEND);
  68. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  69. gl.viewport(1, 1, 1030, 700);
  70. gl.clear(16640);
  71. var shader0 = gl.createShader(gl.VERTEX_SHADER);
  72. gl.shaderSource(shader0, 'precision mediump float;\nattribute vec3 SCENEJS_aVertex;\nuniform vec3 SCENEJS_uEye;\nvarying vec3 SCENEJS_vEyeVec;\nattribute vec3 SCENEJS_aNormal;\nuniform mat4 SCENEJS_uMNMatrix;\nuniform mat4 SCENEJS_uVNMatrix;\nvarying vec3 SCENEJS_vWorldNormal;\nvarying vec3 SCENEJS_vViewNormal;\nuniform vec3 SCENEJS_uLightDir0;\nvarying vec4 SCENEJS_vLightVecAndDist0;\nuniform vec3 SCENEJS_uLightDir1;\nvarying vec4 SCENEJS_vLightVecAndDist1;\nuniform mat4 SCENEJS_uMMatrix;\nuniform mat4 SCENEJS_uVMatrix;\nuniform mat4 SCENEJS_uPMatrix;\nvoid main(void) {\nvec4 tmpVertex=vec4(SCENEJS_aVertex, 1.0); \n vec4 modelVertex = tmpVertex; \n vec4 modelNormal = vec4(SCENEJS_aNormal, 0.0); \n vec4 worldVertex = SCENEJS_uMMatrix * modelVertex; \nvec4 viewVertex = SCENEJS_uVMatrix * worldVertex; \n vec3 worldNormal = normalize((SCENEJS_uMNMatrix * modelNormal).xyz); \n SCENEJS_vWorldNormal = worldNormal;\n SCENEJS_vViewNormal = (SCENEJS_uVNMatrix * vec4(worldNormal, 1.0)).xyz;\n gl_Position = SCENEJS_uPMatrix * viewVertex;\n vec3 tmpVec3;\nSCENEJS_vLightVecAndDist0 = vec4(-normalize(SCENEJS_uLightDir0), 0.0);\nSCENEJS_vLightVecAndDist1 = vec4(-normalize(SCENEJS_uLightDir1), 0.0);\nSCENEJS_vEyeVec = normalize(SCENEJS_uEye - worldVertex.xyz);\n}');
  73. gl.compileShader(shader0);
  74. gl.getShaderParameter(shader0, gl.COMPILE_STATUS);
  75. var shader1 = gl.createShader(gl.FRAGMENT_SHADER);
  76. gl.shaderSource(shader1, '\n\nprecision mediump float;\nuniform bool SCENEJS_uBackfaceTexturing;\nuniform bool SCENEJS_uBackfaceLighting;\nuniform bool SCENEJS_uSpecularLighting;\nuniform bool SCENEJS_uTransparent;\nuniform vec3 SCENEJS_uAmbient;\nuniform vec3 SCENEJS_uMaterialBaseColor;\nuniform float SCENEJS_uMaterialAlpha;\nuniform float SCENEJS_uMaterialEmit;\nuniform vec3 SCENEJS_uMaterialSpecularColor;\nuniform float SCENEJS_uMaterialSpecular;\nuniform float SCENEJS_uMaterialShine;\n vec3 ambientValue=SCENEJS_uAmbient;\n float emit = SCENEJS_uMaterialEmit;\nvarying vec3 SCENEJS_vEyeVec;\nvarying vec3 SCENEJS_vWorldNormal;\nvarying vec3 SCENEJS_vViewNormal;\nuniform vec3 SCENEJS_uLightColor0;\nvarying vec4 SCENEJS_vLightVecAndDist0;\nuniform vec3 SCENEJS_uLightColor1;\nvarying vec4 SCENEJS_vLightVecAndDist1;\nvoid main(void) {\n vec3 color = SCENEJS_uMaterialBaseColor;\n float alpha = SCENEJS_uMaterialAlpha;\n float emit = SCENEJS_uMaterialEmit;\n float specular = SCENEJS_uMaterialSpecular;\n vec3 specularColor = SCENEJS_uMaterialSpecularColor;\n float shine = SCENEJS_uMaterialShine;\n float attenuation = 1.0;\n vec3 normalVec=SCENEJS_vWorldNormal;\n vec4 fragColor;\nif (SCENEJS_uBackfaceLighting || dot(SCENEJS_vWorldNormal, SCENEJS_vEyeVec) > 0.0) {\n vec3 lightValue = SCENEJS_uAmbient;\n vec3 specularValue = vec3(0.0, 0.0, 0.0);\n vec3 lightVec;\n float dotN;\n float lightDist;\nlightVec = SCENEJS_vLightVecAndDist0.xyz;\ndotN = max(dot(normalVec,lightVec),0.0);\nlightValue += dotN * SCENEJS_uLightColor0;\nif (SCENEJS_uSpecularLighting) specularValue += specularColor * SCENEJS_uLightColor0 * specular * pow(max(dot(reflect(lightVec, normalVec),SCENEJS_vEyeVec),0.0), shine);\nlightVec = SCENEJS_vLightVecAndDist1.xyz;\ndotN = max(dot(normalVec,lightVec),0.0);\nlightValue += dotN * SCENEJS_uLightColor1;\nif (SCENEJS_uSpecularLighting) specularValue += specularColor * SCENEJS_uLightColor1 * specular * pow(max(dot(reflect(lightVec, normalVec),SCENEJS_vEyeVec),0.0), shine);\n fragColor = vec4((specularValue.rgb + color.rgb * lightValue.rgb) + (emit * color.rgb), alpha);\n } else {\n fragColor = vec4(color.rgb + (emit * color.rgb), alpha);\n }\n gl_FragColor = fragColor;\n}');
  77. gl.compileShader(shader1);
  78. gl.getShaderParameter(shader1, gl.COMPILE_STATUS);
  79. var program0 = gl.createProgram();
  80. gl.attachShader(program0, shader0);
  81. gl.attachShader(program0, shader1);
  82. gl.linkProgram(program0);
  83. gl.getProgramParameter(program0, gl.LINK_STATUS);
  84. gl.validateProgram(program0);
  85. gl.getProgramParameter(program0, gl.VALIDATE_STATUS);
  86. gl.getProgramParameter(program0, gl.ACTIVE_UNIFORMS);
  87. gl.getActiveUniform(program0, 0);
  88. var uniformLocation0 = gl.getUniformLocation(program0, 'SCENEJS_uAmbient');
  89. gl.getActiveUniform(program0, 1);
  90. var uniformLocation1 = gl.getUniformLocation(program0, 'SCENEJS_uBackfaceLighting');
  91. gl.getActiveUniform(program0, 2);
  92. var uniformLocation2 = gl.getUniformLocation(program0, 'SCENEJS_uLightColor0');
  93. gl.getActiveUniform(program0, 3);
  94. var uniformLocation3 = gl.getUniformLocation(program0, 'SCENEJS_uLightColor1');
  95. gl.getActiveUniform(program0, 4);
  96. var uniformLocation4 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialAlpha');
  97. gl.getActiveUniform(program0, 5);
  98. var uniformLocation5 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialBaseColor');
  99. gl.getActiveUniform(program0, 6);
  100. var uniformLocation6 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialEmit');
  101. gl.getActiveUniform(program0, 7);
  102. var uniformLocation7 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialShine');
  103. gl.getActiveUniform(program0, 8);
  104. var uniformLocation8 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialSpecular');
  105. gl.getActiveUniform(program0, 9);
  106. var uniformLocation9 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialSpecularColor');
  107. gl.getActiveUniform(program0, 10);
  108. var uniformLocation10 = gl.getUniformLocation(program0, 'SCENEJS_uSpecularLighting');
  109. gl.getActiveUniform(program0, 11);
  110. var uniformLocation11 = gl.getUniformLocation(program0, 'SCENEJS_uEye');
  111. gl.getActiveUniform(program0, 12);
  112. var uniformLocation12 = gl.getUniformLocation(program0, 'SCENEJS_uLightDir0');
  113. gl.getActiveUniform(program0, 13);
  114. var uniformLocation13 = gl.getUniformLocation(program0, 'SCENEJS_uLightDir1');
  115. gl.getActiveUniform(program0, 14);
  116. var uniformLocation14 = gl.getUniformLocation(program0, 'SCENEJS_uMMatrix');
  117. gl.getActiveUniform(program0, 15);
  118. var uniformLocation15 = gl.getUniformLocation(program0, 'SCENEJS_uMNMatrix');
  119. gl.getActiveUniform(program0, 16);
  120. var uniformLocation16 = gl.getUniformLocation(program0, 'SCENEJS_uPMatrix');
  121. gl.getActiveUniform(program0, 17);
  122. var uniformLocation17 = gl.getUniformLocation(program0, 'SCENEJS_uVMatrix');
  123. gl.getProgramParameter(program0, gl.ACTIVE_ATTRIBUTES);
  124. gl.getActiveAttrib(program0, 0);
  125. gl.getAttribLocation(program0, 'SCENEJS_aNormal');
  126. gl.getActiveAttrib(program0, 1);
  127. gl.getAttribLocation(program0, 'SCENEJS_aVertex');
  128. var shader2 = gl.createShader(gl.VERTEX_SHADER);
  129. gl.shaderSource(shader2, 'precision mediump float;\nattribute vec3 SCENEJS_aVertex;\nattribute vec3 SCENEJS_aNormal;\nuniform mat4 SCENEJS_uMMatrix;\nuniform mat4 SCENEJS_uMNMatrix;\nuniform mat4 SCENEJS_uVMatrix;\nuniform mat4 SCENEJS_uVNMatrix;\nuniform mat4 SCENEJS_uPMatrix;\nvarying vec4 SCENEJS_vModelVertex;\nvarying vec4 SCENEJS_vWorldVertex;\nvarying vec4 SCENEJS_vViewVertex;\n\nvarying vec4 SCENEJS_vProjVertex;\n\nuniform vec3 SCENEJS_uEye;\nvarying vec3 SCENEJS_vEyeVec;\nvoid main(void) {\n vec4 tmpVertex=vec4(SCENEJS_aVertex, 1.0); \n vec4 modelNormal = vec4(SCENEJS_aNormal, 0.0); \n SCENEJS_vModelVertex = tmpVertex; \n tmpVertex = SCENEJS_uMMatrix * tmpVertex; \n SCENEJS_vWorldVertex = tmpVertex; \nSCENEJS_vEyeVec = normalize(SCENEJS_uEye - tmpVertex.xyz);\n tmpVertex = SCENEJS_uVMatrix * tmpVertex; \n SCENEJS_vViewVertex = tmpVertex;\n SCENEJS_vProjVertex = SCENEJS_uPMatrix * tmpVertex;\n gl_Position = SCENEJS_vProjVertex;\n}');
  130. gl.compileShader(shader2);
  131. gl.getShaderParameter(shader2, gl.COMPILE_STATUS);
  132. var shader3 = gl.createShader(gl.FRAGMENT_SHADER);
  133. gl.shaderSource(shader3, 'precision mediump float;\nvec4 packDepth(const in float depth) {\n const vec4 bitShift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);\n const vec4 bitMask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);\n vec4 res = fract(depth * bitShift);\n res -= res.xxyz * bitMask;\n return res;\n}\nvarying vec4 SCENEJS_vModelVertex;\nvarying vec4 SCENEJS_vWorldVertex;\nvarying vec4 SCENEJS_vViewVertex;\nvarying vec4 SCENEJS_vProjVertex;\nuniform bool SCENEJS_uRayPickMode;\nuniform vec3 SCENEJS_uPickColor;\nuniform float SCENEJS_uZNear;\nuniform float SCENEJS_uZFar;\nvarying vec3 SCENEJS_vEyeVec;\nvoid main(void) {\n if (SCENEJS_uRayPickMode) {\n float zNormalizedDepth = (SCENEJS_uZNear - SCENEJS_vViewVertex.z) / (SCENEJS_uZFar- SCENEJS_uZNear);\n gl_FragColor = packDepth(zNormalizedDepth); \n } else {\n gl_FragColor = vec4(SCENEJS_uPickColor.rgb, 1.0); \n }\n}');
  134. gl.compileShader(shader3);
  135. gl.getShaderParameter(shader3, gl.COMPILE_STATUS);
  136. var program1 = gl.createProgram();
  137. gl.attachShader(program1, shader2);
  138. gl.attachShader(program1, shader3);
  139. gl.linkProgram(program1);
  140. gl.getProgramParameter(program1, gl.LINK_STATUS);
  141. gl.validateProgram(program1);
  142. gl.getProgramParameter(program1, gl.VALIDATE_STATUS);
  143. gl.getProgramParameter(program1, gl.ACTIVE_UNIFORMS);
  144. gl.getActiveUniform(program1, 0);
  145. var uniformLocation18 = gl.getUniformLocation(program1, 'SCENEJS_uPickColor');
  146. gl.getActiveUniform(program1, 1);
  147. var uniformLocation19 = gl.getUniformLocation(program1, 'SCENEJS_uRayPickMode');
  148. gl.getActiveUniform(program1, 2);
  149. var uniformLocation20 = gl.getUniformLocation(program1, 'SCENEJS_uZFar');
  150. gl.getActiveUniform(program1, 3);
  151. var uniformLocation21 = gl.getUniformLocation(program1, 'SCENEJS_uZNear');
  152. gl.getActiveUniform(program1, 4);
  153. var uniformLocation22 = gl.getUniformLocation(program1, 'SCENEJS_uMMatrix');
  154. gl.getActiveUniform(program1, 5);
  155. var uniformLocation23 = gl.getUniformLocation(program1, 'SCENEJS_uPMatrix');
  156. gl.getActiveUniform(program1, 6);
  157. var uniformLocation24 = gl.getUniformLocation(program1, 'SCENEJS_uVMatrix');
  158. gl.getProgramParameter(program1, gl.ACTIVE_ATTRIBUTES);
  159. gl.getActiveAttrib(program1, 0);
  160. gl.getAttribLocation(program1, 'SCENEJS_aNormal');
  161. gl.getActiveAttrib(program1, 1);
  162. gl.getAttribLocation(program1, 'SCENEJS_aVertex');
  163. < gl.enable(gl.BLEND);
  164. < gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  165. gl.useProgram(program0);
  166. gl.disableVertexAttribArray(0);
  167. gl.disableVertexAttribArray(1);
  168. gl.disableVertexAttribArray(2);
  169. gl.disableVertexAttribArray(3);
  170. gl.disableVertexAttribArray(4);
  171. gl.disableVertexAttribArray(5);
  172. gl.disableVertexAttribArray(6);
  173. gl.disableVertexAttribArray(7);
  174. gl.bindBuffer(gl.ARRAY_BUFFER, buffer0);
  175. gl.enableVertexAttribArray(1);
  176. gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
  177. gl.bindBuffer(gl.ARRAY_BUFFER, buffer1);
  178. gl.enableVertexAttribArray(0);
  179. gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
  180. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer3);
  181. gl.clearDepth(1);
  182. gl.enable(gl.DEPTH_TEST);
  183. gl.disable(gl.CULL_FACE);
  184. gl.frontFace(gl.CCW);
  185. gl.cullFace(gl.BACK);
  186. gl.depthFunc(gl.LESS);
  187. gl.depthRange(0, 1);
  188. gl.disable(gl.SCISSOR_TEST);
  189. gl.disable(gl.BLEND);
  190. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  191. gl.viewport(1, 1, 1030, 700);
  192. gl.clear(16640);
  193. gl.uniform3fv(uniformLocation0, 0,0,0);
  194. gl.uniformMatrix4fv(uniformLocation17, uniformLocation17, new Float32Array( [] ));
  195. gl.uniform3fv(uniformLocation11, 0,0,35);
  196. gl.uniformMatrix4fv(uniformLocation14, uniformLocation14, new Float32Array( [] ));
  197. gl.uniformMatrix4fv(uniformLocation15, uniformLocation15, new Float32Array( [] ));
  198. gl.uniformMatrix4fv(uniformLocation16, uniformLocation16, new Float32Array( [] ));
  199. gl.uniform3fv(uniformLocation5, 0,0,1);
  200. gl.uniform3fv(uniformLocation9, 1,1,1);
  201. gl.uniform1f(uniformLocation8, 0.3);
  202. gl.uniform1f(uniformLocation7, 6);
  203. gl.uniform1f(uniformLocation6, 0);
  204. gl.uniform1f(uniformLocation4, 1);
  205. gl.uniform3fv(uniformLocation2, 1,1,1);
  206. gl.uniform3fv(uniformLocation12, 1,1,-1);
  207. gl.uniform3fv(uniformLocation3, 1,1,0.5);
  208. gl.uniform3fv(uniformLocation13, -1,0,-0.7);
  209. gl.enable(gl.CULL_FACE);
  210. gl.frontFace(gl.CCW);
  211. gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  212. gl.uniform1i(uniformLocation1, true);
  213. gl.uniform1i(uniformLocation10, true);
  214. gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
  215. > gl.enable(gl.BLEND);
  216. > gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  217. gl.disableVertexAttribArray(0);
  218. gl.disableVertexAttribArray(1);
  219. gl.disableVertexAttribArray(2);
  220. gl.disableVertexAttribArray(3);
  221. gl.disableVertexAttribArray(4);
  222. gl.disableVertexAttribArray(5);
  223. gl.disableVertexAttribArray(6);
  224. gl.disableVertexAttribArray(7);
  225. gl.bindBuffer(gl.ARRAY_BUFFER, buffer4);
  226. gl.enableVertexAttribArray(1);
  227. gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
  228. gl.bindBuffer(gl.ARRAY_BUFFER, buffer5);
  229. gl.enableVertexAttribArray(0);
  230. gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
  231. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer7);
  232. gl.uniformMatrix4fv(uniformLocation14, uniformLocation14, new Float32Array( [] ));
  233. gl.uniformMatrix4fv(uniformLocation15, uniformLocation15, new Float32Array( [] ));
  234. gl.uniform3fv(uniformLocation5, 1,0,0);
  235. gl.uniform3fv(uniformLocation9, 1,1,1);
  236. gl.uniform1f(uniformLocation8, 0.3);
  237. gl.uniform1f(uniformLocation7, 6);
  238. gl.uniform1f(uniformLocation6, 0);
  239. gl.uniform1f(uniformLocation4, 0.2);
  240. gl.enable(gl.CULL_FACE);
  241. gl.frontFace(gl.CCW);
  242. gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  243. gl.uniform1i(uniformLocation1, true);
  244. gl.uniform1i(uniformLocation10, true);
  245. gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
  246. gl.disableVertexAttribArray(0);
  247. gl.disableVertexAttribArray(1);
  248. gl.disableVertexAttribArray(2);
  249. gl.disableVertexAttribArray(3);
  250. gl.disableVertexAttribArray(4);
  251. gl.disableVertexAttribArray(5);
  252. gl.disableVertexAttribArray(6);
  253. gl.disableVertexAttribArray(7);
  254. gl.bindBuffer(gl.ARRAY_BUFFER, buffer8);
  255. gl.enableVertexAttribArray(1);
  256. gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
  257. gl.bindBuffer(gl.ARRAY_BUFFER, buffer9);
  258. gl.enableVertexAttribArray(0);
  259. gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
  260. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer11);
  261. gl.uniformMatrix4fv(uniformLocation14, uniformLocation14, new Float32Array( [] ));
  262. gl.uniformMatrix4fv(uniformLocation15, uniformLocation15, new Float32Array( [] ));
  263. gl.uniform3fv(uniformLocation5, 0,1,0);
  264. gl.uniform3fv(uniformLocation9, 1,1,1);
  265. gl.uniform1f(uniformLocation8, 0.3);
  266. gl.uniform1f(uniformLocation7, 6);
  267. gl.uniform1f(uniformLocation6, 0);
  268. gl.uniform1f(uniformLocation4, 0.2);
  269. gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
  270. gl.disable(gl.BLEND);
  271. gl.flush();
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