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glsl_asset_minify
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<!DOCTYPE html><meta charset="utf-8"><script id="fs" type="xs/fs">precision mediump float;uniform float t;uniform vec2 r; | |
// fragment shader code | |
</script><script id="vs" type="xs/vs">attribute vec3 position;void main(void){gl_Position=vec4(position,1.0);}</script><script>window.onload=function(){var a,b,c,d,e,f,g,p,t,u,v,w,x,y,z;b=function(s){return document.getElementById(s)};w=window;w.addEventListener('keydown',k,true);c=b('c');g=c.getContext('webgl');c.width=x=w.innerWidth;c.height=y=w.innerHeight;v=g.createShader(g.VERTEX_SHADER);g.shaderSource(v,b('vs').text);g.compileShader(v);f=g.createShader(g.FRAGMENT_SHADER);g.shaderSource(f,b('fs').text);g.compileShader(f);if(!g.getShaderParameter(v,g.COMPILE_STATUS)){alert(g.getShaderInfoLog(v));return;}if(!g.getShaderParameter(f,g.COMPILE_STATUS)){alert(g.getShaderInfoLog(f));return;}p=g.createProgram();g.attachShader(p,v);g.attachShader(p,f);g.linkProgram(p);if(!g.getProgramParameter(p,g.LINK_STATUS)){alert(g.getProgramInfoLog(p));return;}e=(p!=null);g.useProgram(p);u=[];u[0]=g.getUniformLocation(p,'t');u[1]=g.getUniformLocation(p,'r');g.bindBuffer(g.ARRAY_BUFFER,g.createBuffer());g.bufferData(g.ARRAY_BUFFER,new Float32Array([-1,1,0,-1,-1,0,1,1,0,1,-1,0]),g.STATIC_DRAW);a=g.getAttribLocation(p,'position');g.enableVertexAttribArray(a);g.vertexAttribPointer(a,3,g.FLOAT,false,0,0);g.clearColor(0,0,0,1);z=Date.now();(function(){if(!e){return;} c.width=x=w.innerWidth;c.height=y=w.innerHeight;g.viewport(0,0,x,y);d=(Date.now()-z)*0.001;g.clear(g.COLOR_BUFFER_BIT);g.uniform1f(u[0],d);g.uniform2fv(u[1],[x,y]);g.drawArrays(g.TRIANGLE_STRIP,0,4);g.flush();setTimeout(arguments.callee,16);})();function k(h){e=(h.keyCode!==27);}};</script><style>*{margin:0;padding:0;overflow:hidden;}html,body{height:100%}</style><title>2.5k asset</title><canvas id="c"></canvas> |
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これは実に使えそうな TIPS ですね!
確かに冴えたやり方だと思います。さすが Tojicode さん、考えることが素晴らしいですね。応用して組み込んでみようと思います。
cx20 さんも、わざわざ調べていただいてありがとうございます!