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- // vertex setup
- const buffer = gl.createBuffer();
- const vertices = new Float32Array([
- 1, -1, -1, 1, 1.3, 1.5, 1,
- 1, -1, 1, 1.3, 1, 1.5, 1,
- 0, 1, 0, 1, 1, 1.75, 1
- ]);
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
- gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
- const length = vertices.length / 7;
- const mode = gl.TRIANGLE_STRIP;
- return {buffer, length, mode};
- // render frame
- gl.bindBuffer(gl.ARRAY_BUFFER, shape.buffer);
- gl.vertexAttribPointer(attribs.position, 3, gl.FLOAT, false, 28, 0);
- gl.vertexAttribPointer(attribs.color, 4, gl.FLOAT, false, 28, 12);
- gl.enableVertexAttribArray(attribs.position);
- gl.enableVertexAttribArray(attribs.color);
- gl.useProgram(programs.colored);
- gl.uniformMatrix4fv(uniforms.projection, false, projection);
- gl.uniformMatrix4fv(uniforms.modelView, false, modelView);
- gl.drawArrays(shape.mode, 0, shape.length);
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