made with esnextbin
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April 27, 2017 18:04
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esnextbin sketch
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<!doctype html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>ESNextbin Sketch</title> | |
<!-- put additional styles and scripts here --> | |
</head> | |
<body> | |
<!-- put markup and other contents here --> | |
</body> | |
</html> |
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let regl = require('regl')() | |
const mat4 = require('gl-mat4') | |
const bunny = require('bunny') | |
const drawBunny = regl({ | |
vert: ` | |
precision mediump float; | |
attribute vec3 position; | |
uniform mat4 model, view, projection; | |
void main() { | |
gl_Position = projection * view * model * vec4(position, 1); | |
}`, | |
frag: ` | |
precision mediump float; | |
void main() { | |
gl_FragColor = vec4(1, 1, 1, 1); | |
}`, | |
// this converts the vertices of the mesh into the position attribute | |
attributes: { | |
position: bunny.positions | |
}, | |
// and this converts the faces fo the mesh into elements | |
elements: bunny.cells, | |
uniforms: { | |
model: mat4.identity([]), | |
view: ({tick}) => { | |
const t = 0.01 * tick | |
return mat4.lookAt([], | |
[30 * Math.cos(t), 2.5, 30 * Math.sin(t)], | |
[0, 2.5, 0], | |
[0, 1, 0]) | |
}, | |
projection: ({viewportWidth, viewportHeight}) => | |
mat4.perspective([], | |
Math.PI / 4, | |
viewportWidth / viewportHeight, | |
0.01, | |
1000) | |
} | |
}) | |
regl.frame(() => { | |
regl.clear({ | |
depth: 1, | |
color: [0, 0, 0, 1] | |
}) | |
drawBunny() | |
}) |
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{ | |
"name": "esnextbin-sketch", | |
"version": "0.0.0", | |
"dependencies": { | |
"regl": "1.3.0", | |
"gl-mat4": "1.1.4", | |
"bunny": "1.0.1" | |
} | |
} |
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'use strict'; | |
var regl = require('regl')(); | |
var mat4 = require('gl-mat4'); | |
var bunny = require('bunny'); | |
var drawBunny = regl({ | |
vert: '\n precision mediump float;\n attribute vec3 position;\n uniform mat4 model, view, projection;\n void main() {\n gl_Position = projection * view * model * vec4(position, 1);\n }', | |
frag: '\n precision mediump float;\n void main() {\n gl_FragColor = vec4(1, 1, 1, 1);\n }', | |
// this converts the vertices of the mesh into the position attribute | |
attributes: { | |
position: bunny.positions | |
}, | |
// and this converts the faces fo the mesh into elements | |
elements: bunny.cells, | |
uniforms: { | |
model: mat4.identity([]), | |
view: function view(_ref) { | |
var tick = _ref.tick; | |
var t = 0.01 * tick; | |
return mat4.lookAt([], [30 * Math.cos(t), 2.5, 30 * Math.sin(t)], [0, 2.5, 0], [0, 1, 0]); | |
}, | |
projection: function projection(_ref2) { | |
var viewportWidth = _ref2.viewportWidth; | |
var viewportHeight = _ref2.viewportHeight; | |
return mat4.perspective([], Math.PI / 4, viewportWidth / viewportHeight, 0.01, 1000); | |
} | |
} | |
}); | |
regl.frame(function () { | |
regl.clear({ | |
depth: 1, | |
color: [0, 0, 0, 1] | |
}); | |
drawBunny(); | |
}); |
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