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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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