웹 디자인 파이프라인 스킬과 이를 5개 에이전트에 설치하는 CLI 를 담은 모노레포. 스킬 (packages/skill) - SKILL.md 261줄 + 참조 문서 16개 3,349줄. progressive disclosure 로 본문은 절차와 인덱스만, 지식은 references/ 로 분리 - 0~6단계 파이프라인. 규모에 따라 전체·연장·국소 세 경로로 분기 - 하드 게이트 12개는 grep·카운트로 검증 가능한 것만. 취향 판단은 제외 - 미학 프리셋 5종, AI 슬롭 지문 목록, 한글 조판 규칙, SVG 필터·three.js·인터랙티브 모션·HTML-in-Canvas 실전 지침 설치 CLI (packages/cli, packages/core) - npx designpaca 온보딩 TUI. Claude Code · Codex · Cursor · Windsurf · AGENTS.md - 매니페스트에 설치 시점 해시를 기록해 사용자가 고친 파일은 update 가 건너뛴다 - 타깃별로 본문의 references/ 경로를 실제 설치 위치로 재작성 - AGENTS.md 는 항상 로드되므로 본문 대신 303자 포인터만 주입 - Windsurf 는 12,000자 상한 초과 시 설치를 차단 배포 (build/ci, .forgejo/workflows) - 태그 v* → 검사·테스트·빌드 → npmjs 배포 + Forgejo 레지스트리 미러 → draft 릴리스 → Cloudflare Pages. 재실행 멱등 근거 (research/) - 약 250개 웹 소스 조사 결과와 도그푸딩 검증 2건. 스킬의 모든 수치는 여기서 나온다 테스트 22개 통과 (core 16 · cli 6)
288 lines
8.5 KiB
JavaScript
288 lines
8.5 KiB
JavaScript
//
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// creates a shader of the given type, uploads the source and
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// compiles it.
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//
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function loadShader(gl, type, source) {
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const shader = gl.createShader(type);
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// Send the source to the shader object
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gl.shaderSource(shader, source);
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// Compile the shader program
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gl.compileShader(shader);
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// See if it compiled successfully
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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alert(
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`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`,
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);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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//
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// Initialize a shader program, so WebGL knows how to draw our data
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//
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function initShaderProgram(gl, vsSource, fsSource) {
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const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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// Create the shader program
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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// If creating the shader program failed, alert
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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alert(
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`Unable to initialize the shader program: ${gl.getProgramInfoLog(
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shaderProgram,
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)}`,
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);
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return null;
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}
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return shaderProgram;
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}
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function initBuffers(gl) {
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const positionBuffer = initPositionBuffer(gl);
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const textureCoordBuffer = initTextureBuffer(gl);
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const indexBuffer = initIndexBuffer(gl);
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return {
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position: positionBuffer,
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textureCoord: textureCoordBuffer,
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indices: indexBuffer,
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};
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}
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function initPositionBuffer(gl) {
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// Create a buffer for the square's positions.
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const positionBuffer = gl.createBuffer();
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// Select the positionBuffer as the one to apply buffer
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// operations to from here out.
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [
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// Front face
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-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
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// Back face
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-1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0,
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// Top face
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-1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
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// Bottom face
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-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0,
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// Right face
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1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0,
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// Left face
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-1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0,
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];
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// Now pass the list of positions into WebGL to build the
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// shape. We do this by creating a Float32Array from the
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// JavaScript array, then use it to fill the current buffer.
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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}
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function initIndexBuffer(gl) {
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const indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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// This array defines each face as two triangles, using the
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// indices into the vertex array to specify each triangle's
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// position.
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// prettier-ignore
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const indices = [
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0, 1, 2, 0, 2, 3, // front
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4, 5, 6, 4, 6, 7, // back
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8, 9, 10, 8, 10, 11, // top
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12, 13, 14, 12, 14, 15, // bottom
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16, 17, 18, 16, 18, 19, // right
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20, 21, 22, 20, 22, 23, // left
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];
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// Now send the element array to GL
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gl.bufferData(
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gl.ELEMENT_ARRAY_BUFFER,
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new Uint16Array(indices),
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gl.STATIC_DRAW,
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);
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return indexBuffer;
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}
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function initTextureBuffer(gl) {
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const textureCoordBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);
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const textureCoordinates = [
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// Front
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1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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// Back
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1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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// Top
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1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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// Bottom
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1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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// Right
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1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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// Left
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1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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];
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array(textureCoordinates),
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gl.STATIC_DRAW,
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);
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return textureCoordBuffer;
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}
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function drawScene(gl, programInfo, buffers, texture, cubeRotation) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
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gl.clearDepth(1.0); // Clear everything
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gl.enable(gl.DEPTH_TEST); // Enable depth testing
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gl.depthFunc(gl.LEQUAL); // Near things obscure far things
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// Clear the canvas before we start drawing on it.
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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// Create a perspective matrix, a special matrix that is
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// used to simulate the distortion of perspective in a camera.
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// Our field of view is 35 degrees, with a width/height
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// ratio that matches the display size of the canvas
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// and we only want to see objects between 0.1 units
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// and 100 units away from the camera.
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const fieldOfView = (35 * Math.PI) / 180; // in radians
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 100.0;
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const projectionMatrix = mat4.create();
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// note: glMatrix always has the first argument
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// as the destination to receive the result.
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mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar);
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// Set the drawing position to the "identity" point, which is
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// the center of the scene.
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const modelViewMatrix = mat4.create();
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// Now move the drawing position a bit to where we want to
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// start drawing the square.
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mat4.translate(
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modelViewMatrix, // destination matrix
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modelViewMatrix, // matrix to translate
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[-0.0, 0.0, -6.0],
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); // amount to translate
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mat4.rotate(
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modelViewMatrix, // destination matrix
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modelViewMatrix, // matrix to rotate
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cubeRotation, // amount to rotate in radians
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[0, 0, 1],
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); // axis to rotate around (Z)
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mat4.rotate(
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modelViewMatrix, // destination matrix
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modelViewMatrix, // matrix to rotate
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cubeRotation * 0.7, // amount to rotate in radians
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[0, 1, 0],
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); // axis to rotate around (Y)
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mat4.rotate(
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modelViewMatrix, // destination matrix
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modelViewMatrix, // matrix to rotate
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cubeRotation * 0.3, // amount to rotate in radians
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[1, 0, 0],
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); // axis to rotate around (X)
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setPositionAttribute(gl, buffers, programInfo);
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setTextureAttribute(gl, buffers, programInfo);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
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// Tell WebGL to use our program when drawing
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gl.useProgram(programInfo.program);
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// Set the shader uniforms
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.projectionMatrix,
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false,
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projectionMatrix,
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);
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gl.uniformMatrix4fv(
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programInfo.uniformLocations.modelViewMatrix,
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false,
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modelViewMatrix,
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);
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// Tell WebGL we want to affect texture unit 0
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gl.activeTexture(gl.TEXTURE0);
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// Bind the texture to texture unit 0
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Tell the shader we bound the texture to texture unit 0
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gl.uniform1i(programInfo.uniformLocations.uSampler, 0);
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{
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const vertexCount = 36;
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const type = gl.UNSIGNED_SHORT;
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const offset = 0;
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gl.drawElements(gl.TRIANGLES, vertexCount, type, offset);
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}
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}
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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function setPositionAttribute(gl, buffers, programInfo) {
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const numComponents = 3; // pull out 2 values per iteration
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const type = gl.FLOAT; // the data in the buffer is 32bit floats
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set of values to the next
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// 0 = use type and numComponents above
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const offset = 0; // how many bytes inside the buffer to start from
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
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gl.vertexAttribPointer(
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programInfo.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition);
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}
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// tell webgl how to pull out the texture coordinates from buffer
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function setTextureAttribute(gl, buffers, programInfo) {
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const num = 2; // every coordinate composed of 2 values
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const type = gl.FLOAT; // the data in the buffer is 32-bit float
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const normalize = false; // don't normalize
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const stride = 0; // how many bytes to get from one set to the next
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const offset = 0; // how many bytes inside the buffer to start from
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers.textureCoord);
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gl.vertexAttribPointer(
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programInfo.attribLocations.textureCoord,
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num,
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type,
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normalize,
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stride,
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offset,
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);
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gl.enableVertexAttribArray(programInfo.attribLocations.textureCoord);
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}
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