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Tidy attribute names.
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index.html
48
index.html
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@ -591,10 +591,10 @@
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<script type="module" src="build/n64.min.js"></script>
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<script id="fill-shader-vs" type="x-shader/x-vertex">#version 300 es
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in vec4 aVertexPosition;
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in vec4 aPosition;
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void main(void) {
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gl_Position = aVertexPosition;
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gl_Position = aPosition;
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}
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</script>
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<script id="fill-shader-fs" type="x-shader/x-fragment">#version 300 es
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@ -609,47 +609,47 @@
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</script>
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<script id="blit-shader-vs" type="x-shader/x-vertex">#version 300 es
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in vec4 aVertexPosition;
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in vec2 aTextureCoord;
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in vec4 aPosition;
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in vec2 aUV;
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out mediump vec2 vTextureCoord;
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out mediump vec2 vUV;
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void main(void) {
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gl_Position = aVertexPosition;
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vTextureCoord = aTextureCoord;
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gl_Position = aPosition;
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vUV = aUV;
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}
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</script>
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<script id="blit-shader-fs" type="x-shader/x-fragment">#version 300 es
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precision mediump float;
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in mediump vec2 vTextureCoord;
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in mediump vec2 vUV;
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out vec4 outCol;
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uniform sampler2D uSampler0;
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void main(void) {
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vec4 col = texture(uSampler0, vTextureCoord);
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vec4 col = texture(uSampler0, vUV);
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outCol = vec4(col.rgb, 1);
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}
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</script>
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<script id="n64-shader-vs" type="x-shader/x-vertex">#version 300 es
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in vec4 aVertexPosition;
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in vec4 aVertexColor;
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in vec2 aTextureCoord;
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in vec4 aPosition;
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in vec4 aColor;
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in vec2 aUV;
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out vec4 vColor;
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out mediump vec2 vTextureCoord;
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out mediump vec2 vUV;
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void main(void) {
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gl_Position = aVertexPosition;
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vColor = aVertexColor;
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vTextureCoord = aTextureCoord;
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gl_Position = aPosition;
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vColor = aColor;
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vUV = aUV;
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}
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</script>
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<script id="n64-shader-fs" type="x-shader/x-fragment">#version 300 es
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precision mediump float;
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in vec4 vColor;
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in mediump vec2 vTextureCoord;
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in mediump vec2 vUV;
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out vec4 outCol;
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uniform sampler2D uSampler0;
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@ -660,13 +660,13 @@
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uniform vec2 uTexScale0;
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uniform vec2 uTexScale1;
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uniform vec4 uPrimColor;
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uniform vec4 uEnvColor;
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uniform float uAlphaThreshold;
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uniform vec4 uPrimColor;
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uniform vec4 uEnvColor;
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uniform float uAlphaThreshold;
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void main(void) {
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vec2 textureCoord0 = (vTextureCoord - uTexOffset0) * uTexScale0;
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vec2 textureCoord1 = (vTextureCoord - uTexOffset1) * uTexScale1;
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vec2 uv0 = (vUV - uTexOffset0) * uTexScale0;
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vec2 uv1 = (vUV - uTexOffset1) * uTexScale1;
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vec4 shade = vColor;
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vec4 prim = uPrimColor;
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@ -674,8 +674,8 @@
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vec4 one = vec4(1,1,1,1);
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vec4 zero = vec4(0,0,0,0);
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// TODO: consider doing the shift/mask/clamp here.
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vec4 tex0 = texture(uSampler0, textureCoord0);
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vec4 tex1 = texture(uSampler1, textureCoord1);
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vec4 tex0 = texture(uSampler0, uv0);
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vec4 tex1 = texture(uSampler1, uv1);
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vec4 col;
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vec4 combined = vec4(0,0,0,1);
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float lod_frac = 0.0; // FIXME
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@ -91,24 +91,22 @@ export class Renderer {
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const gl = this.gl;
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const va = new VertexArray(gl);
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// aVertexPosition
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const positions = [
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-1, -1, 0, 1,
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1, -1, 0, 1,
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-1, 1, 0, 1,
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1, 1, 0, 1,
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];
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va.initPosAttr(program, "aVertexPosition");
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va.initPosAttr(program, "aPosition");
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va.setPosData(new Float32Array(positions), gl.STATIC_DRAW);
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// aTextureCoord
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const uvs = [
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0, 0,
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1, 0,
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0, 1,
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1, 1,
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];
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va.initUVsAttr(program, "aTextureCoord");
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va.initUVsAttr(program, "aUV");
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va.setUVData(new Float32Array(uvs), gl.STATIC_DRAW);
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return va;
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@ -207,7 +205,7 @@ export class Renderer {
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+1, -1, 0, 1,
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-1, -1, 0, 1,
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];
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va.initPosAttr(program, "aVertexPosition");
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va.initPosAttr(program, "aPosition");
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va.setPosData(new Float32Array(positions), gl.STATIC_DRAW);
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return va;
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}
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@ -234,7 +232,7 @@ export class Renderer {
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initFillRectVA(program) {
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const gl = this.gl;
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const va = new VertexArray(gl);
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va.initPosAttr(program, "aVertexPosition");
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va.initPosAttr(program, "aPosition");
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va.setPosData(new Float32Array(4 * 4), gl.DYNAMIC_DRAW);
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return va;
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}
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@ -257,9 +257,9 @@ class N64Shader {
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this.shaderSource = shaderSource;
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this.vertexArray = new VertexArray(gl);
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this.vertexArray.initPosAttr(program, "aVertexPosition");
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this.vertexArray.initUVsAttr(program, "aTextureCoord");
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this.vertexArray.initColorAttr(program, "aVertexColor");
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this.vertexArray.initPosAttr(program, "aPosition");
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this.vertexArray.initUVsAttr(program, "aUV");
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this.vertexArray.initColorAttr(program, "aColor");
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this.uSamplerUniform0 = gl.getUniformLocation(program, "uSampler0");
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this.uSamplerUniform1 = gl.getUniformLocation(program, "uSampler1");
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