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- gl.setTracing(true);
- gl.clearColor(0, 0, 0, 1);
- gl.clearDepth(1);
- gl.enable(gl.DEPTH_TEST);
- gl.disable(gl.CULL_FACE);
- gl.depthRange(0, 1);
- gl.disable(gl.SCISSOR_TEST);
- 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
- SceneJS V2.0.0 initialised
- Scene defined: theScene
- var buffer0 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer0);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer1 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer1);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer2 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer2);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer3 = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer3);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
- var buffer4 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer4);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer5 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer5);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer6 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer6);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer7 = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer7);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
- var buffer8 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer8);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer9 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer9);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer10 = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer10);
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- var buffer11 = gl.createBuffer();
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer11);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [] ), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
- gl.clearDepth(1);
- gl.enable(gl.DEPTH_TEST);
- gl.disable(gl.CULL_FACE);
- gl.frontFace(gl.CCW);
- gl.cullFace(gl.BACK);
- gl.depthFunc(gl.LESS);
- gl.depthRange(0, 1);
- gl.disable(gl.SCISSOR_TEST);
- gl.disable(gl.BLEND);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
- gl.viewport(1, 1, 1030, 700);
- gl.clear(16640);
- var shader0 = gl.createShader(gl.VERTEX_SHADER);
- 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}');
- gl.compileShader(shader0);
- gl.getShaderParameter(shader0, gl.COMPILE_STATUS);
- var shader1 = gl.createShader(gl.FRAGMENT_SHADER);
- 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}');
- gl.compileShader(shader1);
- gl.getShaderParameter(shader1, gl.COMPILE_STATUS);
- var program0 = gl.createProgram();
- gl.attachShader(program0, shader0);
- gl.attachShader(program0, shader1);
- gl.linkProgram(program0);
- gl.getProgramParameter(program0, gl.LINK_STATUS);
- gl.validateProgram(program0);
- gl.getProgramParameter(program0, gl.VALIDATE_STATUS);
- gl.getProgramParameter(program0, gl.ACTIVE_UNIFORMS);
- gl.getActiveUniform(program0, 0);
- var uniformLocation0 = gl.getUniformLocation(program0, 'SCENEJS_uAmbient');
- gl.getActiveUniform(program0, 1);
- var uniformLocation1 = gl.getUniformLocation(program0, 'SCENEJS_uBackfaceLighting');
- gl.getActiveUniform(program0, 2);
- var uniformLocation2 = gl.getUniformLocation(program0, 'SCENEJS_uLightColor0');
- gl.getActiveUniform(program0, 3);
- var uniformLocation3 = gl.getUniformLocation(program0, 'SCENEJS_uLightColor1');
- gl.getActiveUniform(program0, 4);
- var uniformLocation4 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialAlpha');
- gl.getActiveUniform(program0, 5);
- var uniformLocation5 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialBaseColor');
- gl.getActiveUniform(program0, 6);
- var uniformLocation6 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialEmit');
- gl.getActiveUniform(program0, 7);
- var uniformLocation7 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialShine');
- gl.getActiveUniform(program0, 8);
- var uniformLocation8 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialSpecular');
- gl.getActiveUniform(program0, 9);
- var uniformLocation9 = gl.getUniformLocation(program0, 'SCENEJS_uMaterialSpecularColor');
- gl.getActiveUniform(program0, 10);
- var uniformLocation10 = gl.getUniformLocation(program0, 'SCENEJS_uSpecularLighting');
- gl.getActiveUniform(program0, 11);
- var uniformLocation11 = gl.getUniformLocation(program0, 'SCENEJS_uEye');
- gl.getActiveUniform(program0, 12);
- var uniformLocation12 = gl.getUniformLocation(program0, 'SCENEJS_uLightDir0');
- gl.getActiveUniform(program0, 13);
- var uniformLocation13 = gl.getUniformLocation(program0, 'SCENEJS_uLightDir1');
- gl.getActiveUniform(program0, 14);
- var uniformLocation14 = gl.getUniformLocation(program0, 'SCENEJS_uMMatrix');
- gl.getActiveUniform(program0, 15);
- var uniformLocation15 = gl.getUniformLocation(program0, 'SCENEJS_uMNMatrix');
- gl.getActiveUniform(program0, 16);
- var uniformLocation16 = gl.getUniformLocation(program0, 'SCENEJS_uPMatrix');
- gl.getActiveUniform(program0, 17);
- var uniformLocation17 = gl.getUniformLocation(program0, 'SCENEJS_uVMatrix');
- gl.getProgramParameter(program0, gl.ACTIVE_ATTRIBUTES);
- gl.getActiveAttrib(program0, 0);
- gl.getAttribLocation(program0, 'SCENEJS_aNormal');
- gl.getActiveAttrib(program0, 1);
- gl.getAttribLocation(program0, 'SCENEJS_aVertex');
- var shader2 = gl.createShader(gl.VERTEX_SHADER);
- 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}');
- gl.compileShader(shader2);
- gl.getShaderParameter(shader2, gl.COMPILE_STATUS);
- var shader3 = gl.createShader(gl.FRAGMENT_SHADER);
- 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}');
- gl.compileShader(shader3);
- gl.getShaderParameter(shader3, gl.COMPILE_STATUS);
- var program1 = gl.createProgram();
- gl.attachShader(program1, shader2);
- gl.attachShader(program1, shader3);
- gl.linkProgram(program1);
- gl.getProgramParameter(program1, gl.LINK_STATUS);
- gl.validateProgram(program1);
- gl.getProgramParameter(program1, gl.VALIDATE_STATUS);
- gl.getProgramParameter(program1, gl.ACTIVE_UNIFORMS);
- gl.getActiveUniform(program1, 0);
- var uniformLocation18 = gl.getUniformLocation(program1, 'SCENEJS_uPickColor');
- gl.getActiveUniform(program1, 1);
- var uniformLocation19 = gl.getUniformLocation(program1, 'SCENEJS_uRayPickMode');
- gl.getActiveUniform(program1, 2);
- var uniformLocation20 = gl.getUniformLocation(program1, 'SCENEJS_uZFar');
- gl.getActiveUniform(program1, 3);
- var uniformLocation21 = gl.getUniformLocation(program1, 'SCENEJS_uZNear');
- gl.getActiveUniform(program1, 4);
- var uniformLocation22 = gl.getUniformLocation(program1, 'SCENEJS_uMMatrix');
- gl.getActiveUniform(program1, 5);
- var uniformLocation23 = gl.getUniformLocation(program1, 'SCENEJS_uPMatrix');
- gl.getActiveUniform(program1, 6);
- var uniformLocation24 = gl.getUniformLocation(program1, 'SCENEJS_uVMatrix');
- gl.getProgramParameter(program1, gl.ACTIVE_ATTRIBUTES);
- gl.getActiveAttrib(program1, 0);
- gl.getAttribLocation(program1, 'SCENEJS_aNormal');
- gl.getActiveAttrib(program1, 1);
- gl.getAttribLocation(program1, 'SCENEJS_aVertex');
- < gl.enable(gl.BLEND);
- < gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
- gl.useProgram(program0);
- gl.disableVertexAttribArray(0);
- gl.disableVertexAttribArray(1);
- gl.disableVertexAttribArray(2);
- gl.disableVertexAttribArray(3);
- gl.disableVertexAttribArray(4);
- gl.disableVertexAttribArray(5);
- gl.disableVertexAttribArray(6);
- gl.disableVertexAttribArray(7);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer0);
- gl.enableVertexAttribArray(1);
- gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer1);
- gl.enableVertexAttribArray(0);
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer3);
- gl.clearDepth(1);
- gl.enable(gl.DEPTH_TEST);
- gl.disable(gl.CULL_FACE);
- gl.frontFace(gl.CCW);
- gl.cullFace(gl.BACK);
- gl.depthFunc(gl.LESS);
- gl.depthRange(0, 1);
- gl.disable(gl.SCISSOR_TEST);
- gl.disable(gl.BLEND);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
- gl.viewport(1, 1, 1030, 700);
- gl.clear(16640);
- gl.uniform3fv(uniformLocation0, 0,0,0);
- gl.uniformMatrix4fv(uniformLocation17, uniformLocation17, new Float32Array( [] ));
- gl.uniform3fv(uniformLocation11, 0,0,35);
- gl.uniformMatrix4fv(uniformLocation14, uniformLocation14, new Float32Array( [] ));
- gl.uniformMatrix4fv(uniformLocation15, uniformLocation15, new Float32Array( [] ));
- gl.uniformMatrix4fv(uniformLocation16, uniformLocation16, new Float32Array( [] ));
- gl.uniform3fv(uniformLocation5, 0,0,1);
- gl.uniform3fv(uniformLocation9, 1,1,1);
- gl.uniform1f(uniformLocation8, 0.3);
- gl.uniform1f(uniformLocation7, 6);
- gl.uniform1f(uniformLocation6, 0);
- gl.uniform1f(uniformLocation4, 1);
- gl.uniform3fv(uniformLocation2, 1,1,1);
- gl.uniform3fv(uniformLocation12, 1,1,-1);
- gl.uniform3fv(uniformLocation3, 1,1,0.5);
- gl.uniform3fv(uniformLocation13, -1,0,-0.7);
- gl.enable(gl.CULL_FACE);
- gl.frontFace(gl.CCW);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
- gl.uniform1i(uniformLocation1, true);
- gl.uniform1i(uniformLocation10, true);
- gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
- > gl.enable(gl.BLEND);
- > gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
- gl.disableVertexAttribArray(0);
- gl.disableVertexAttribArray(1);
- gl.disableVertexAttribArray(2);
- gl.disableVertexAttribArray(3);
- gl.disableVertexAttribArray(4);
- gl.disableVertexAttribArray(5);
- gl.disableVertexAttribArray(6);
- gl.disableVertexAttribArray(7);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer4);
- gl.enableVertexAttribArray(1);
- gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer5);
- gl.enableVertexAttribArray(0);
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer7);
- gl.uniformMatrix4fv(uniformLocation14, uniformLocation14, new Float32Array( [] ));
- gl.uniformMatrix4fv(uniformLocation15, uniformLocation15, new Float32Array( [] ));
- gl.uniform3fv(uniformLocation5, 1,0,0);
- gl.uniform3fv(uniformLocation9, 1,1,1);
- gl.uniform1f(uniformLocation8, 0.3);
- gl.uniform1f(uniformLocation7, 6);
- gl.uniform1f(uniformLocation6, 0);
- gl.uniform1f(uniformLocation4, 0.2);
- gl.enable(gl.CULL_FACE);
- gl.frontFace(gl.CCW);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
- gl.uniform1i(uniformLocation1, true);
- gl.uniform1i(uniformLocation10, true);
- gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
- gl.disableVertexAttribArray(0);
- gl.disableVertexAttribArray(1);
- gl.disableVertexAttribArray(2);
- gl.disableVertexAttribArray(3);
- gl.disableVertexAttribArray(4);
- gl.disableVertexAttribArray(5);
- gl.disableVertexAttribArray(6);
- gl.disableVertexAttribArray(7);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer8);
- gl.enableVertexAttribArray(1);
- gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer9);
- gl.enableVertexAttribArray(0);
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer11);
- gl.uniformMatrix4fv(uniformLocation14, uniformLocation14, new Float32Array( [] ));
- gl.uniformMatrix4fv(uniformLocation15, uniformLocation15, new Float32Array( [] ));
- gl.uniform3fv(uniformLocation5, 0,1,0);
- gl.uniform3fv(uniformLocation9, 1,1,1);
- gl.uniform1f(uniformLocation8, 0.3);
- gl.uniform1f(uniformLocation7, 6);
- gl.uniform1f(uniformLocation6, 0);
- gl.uniform1f(uniformLocation4, 0.2);
- gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
- gl.disable(gl.BLEND);
- gl.flush();
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