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1 /*
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2 glass - (web)gl-assistant.
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3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 var gl;
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20 var canvas, console;
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21 var glass_data_loaded, glass_data_count;
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22 var glass_progr_prog;
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23 var glass_start_time = 0;
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24
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25 var glass_cb_disp = null;
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26
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27 function glass_init(canv_id, cons_id)
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28 {
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29 if(cons_id && (console = document.getElementById(cons_id))) {
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30 console.value = "";
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31 }
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32
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33 if(!(canvas = document.getElementById(canv_id))) {
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34 logmsg("canvas \"" + canv_id + "\" does not exist\n");
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35 return false;
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36 }
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37 try {
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38 gl = canvas.getContext("experimental-webgl");
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39 }
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40 catch(e) {
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41 logmsg("can't get an OpenGL context\n");
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42 return false;
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43 }
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44
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45 var vs = create_shader(glass_progr_vs_src, gl.VERTEX_SHADER);
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46 var ps = create_shader(glass_progr_ps_src, gl.FRAGMENT_SHADER);
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47 if(!vs || !ps || !(glass_progr_prog = create_program(vs, ps))) {
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48 logmsg("internal glass error\n");
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49 return false;
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50 }
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51
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52 glass_data_loaded = glass_data_count = 0;
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53 return true;
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54 }
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55
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56 function glass_start()
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57 {
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58 glass_start_time = get_msec();
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59 glass_redraw();
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60 }
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61
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62 function glass_display_func(func)
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63 {
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64 glass_cb_disp = func;
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65 }
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66
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67 function glass_redraw()
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68 {
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69 var msec = get_msec();
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70
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71 if(glass_data_loaded < glass_data_count || !glass_cb_disp) {
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72 glass_draw_progress(msec);
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73 } else {
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74 glass_cb_disp(msec);
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75 }
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76 request_redisplay(glass_redraw);
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77 }
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78
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79 function get_msec()
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80 {
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81 return new Date().getTime() - glass_start_time;
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82 }
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83
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84 /* ---- textures ---- */
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85 function load_texture(name)
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86 {
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87 glass_data_count++;
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88
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89 var tex = gl.createTexture();
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90 tex.image = new Image();
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91 tex.image.onload = function() { glass_tex_load_done(tex); }
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92 tex.image.onerror = glass_tex_load_failed;
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93 tex.image.src = name;
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94 return tex;
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95 }
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96
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97 function glass_tex_load_done(tex)
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98 {
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99 gl.bindTexture(gl.TEXTURE_2D, tex);
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100 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex.image);
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101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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104 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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105 gl.bindTexture(gl.TEXTURE_2D, null);
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106 glass_data_loaded++;
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107 logmsg("loaded image: " + tex.image.src +
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108 " (" + glass_data_loaded + "/" + glass_data_count + ")\n");
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109 }
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110
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111 function glass_tex_load_failed()
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112 {
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113 logmsg("failed to load texture: " + this.src + "\n");
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114 }
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115
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116
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117 /* ---- shaders ---- */
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118 function load_shader(name, type)
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119 {
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120 var xhr = new XMLHttpRequest();
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121 xhr.open("GET", name, false);
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122 xhr.overrideMimeType("text/plain");
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123 xhr.send(null);
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124
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125 var src = xhr.responseText;
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126 return create_shader(src, type);
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127 }
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128
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129 function create_shader(src, type)
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130 {
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131 var sdr = gl.createShader(type);
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132 gl.shaderSource(sdr, src);
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133 gl.compileShader(sdr);
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134
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135 if(!gl.getShaderParameter(sdr, gl.COMPILE_STATUS)) {
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136 logmsg("failed to compile shader: " + elem.src + ": " + gl.getShaderInfoLog(sdr));
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137 return null;
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138 }
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139 return sdr;
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140 }
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141
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142 function load_program(vsname, psname)
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143 {
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144 var vs, ps;
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145
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146 if(!(vs = load_shader(vsname, gl.VERTEX_SHADER))) {
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147 return null;
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148 }
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149 if(!(ps = load_shader(psname, gl.FRAGMENT_SHADER))) {
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150 return null;
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151 }
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152 return create_program(vs, ps);
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153 }
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154
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155 function create_program(vs, ps)
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156 {
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157 var prog = gl.createProgram();
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158 gl.attachShader(prog, vs);
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159 gl.attachShader(prog, ps);
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160 gl.linkProgram(prog);
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161
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162 if(!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
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163 logmsg("Failed to link GLSL program (" + vsname + " - " + psname + ")\n");
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164 return null;
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165 }
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166 return prog;
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167 }
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168
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169 function logmsg(str)
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170 {
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171 if(console) {
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172 console.value += str;
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173 }
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174 }
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175
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176 window.request_redisplay = (function() {
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177 return window.requestAnimationFrame ||
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178 window.webkitRequestAnimationFrame ||
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179 window.mozRequestAnimationFrame ||
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180 window.oRequestAnimationFrame ||
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181 window.msRequestAnimationFrame ||
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182 function(callback, element) { window.setTimeout(callback, 1000/60); };
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183 })();
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184
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185
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186 var glass_progr_vs_src =
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187 "attribute vec4 attr_vertex, attr_color;\n" +
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188 "uniform mat4 mvmat, projmat;\n" +
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189 "varying vec4 color;\n" +
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190 "void main()\n{\n" +
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191 "\tmat4 mvp = projmat * mvmat;\n" +
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192 "\tgl_Position = mvp * attr_vertex;\n" +
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193 "\tcolor = attr_color;\n}\n";
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194
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195 var glass_progr_ps_src =
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196 "precision highp float;\n" +
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197 "varying vec4 color;\n" +
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198 "void main()\n{\n" +
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199 "\tgl_FragColor = color;\n}\n";
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200
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201 function glass_draw_progress(msec)
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202 {
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203 glMatrixMode(GL_PROJECTION);
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204 glPushMatrix();
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205 glLoadIdentity();
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206
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207 glMatrixMode(GL_MODELVIEW);
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208 glPushMatrix();
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209 glLoadIdentity();
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210
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211 gl.clearColor(0, 0, 0, 1);
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212 gl.clear(gl.COLOR_BUFFER_BIT);
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213
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214 var progr = glass_data_loaded / glass_data_count;
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215
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216 gl.useProgram(glass_progr_prog);
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217
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218 glBegin(GL_QUADS);
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219 glColor3f(0.3, 0.5, 0.8);
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220 glVertex2f(-0.55, -0.1);
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221 glVertex2f(0.55, -0.1);
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222 glVertex2f(0.55, 0.1);
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223 glVertex2f(-0.55, 0.1);
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224
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225 glColor3f(0, 0, 0);
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226 glVertex2f(-0.525, -0.075);
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227 glVertex2f(0.525, -0.075);
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228 glVertex2f(0.525, 0.075);
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229 glVertex2f(-0.525, 0.075);
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230
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231 glColor3f(1.0, 0.3, 0.2);
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232 glVertex2f(-0.5, -0.05);
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233 glVertex2f(progr - 0.5, -0.05);
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234 glVertex2f(progr - 0.5, 0.05);
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235 glVertex2f(-0.5, 0.05);
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236 glEnd();
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237
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238 glMatrixMode(GL_PROJECTION);
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239 glPopMatrix();
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240 glMatrixMode(GL_MODELVIEW);
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241 glPopMatrix();
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242 }
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243
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