nevermind, statics don't rly suck

This commit is contained in:
41666 2023-10-03 00:20:39 -04:00
parent adc3a38395
commit 428246706f
13 changed files with 532 additions and 5 deletions

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<!DOCTYPE html>
<meta charset="utf-8" />
<title>com.mekanoe.art // 002-enter-the-third</title>
<style>
html,
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: black;
color: white;
}
main {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
</style>
<link rel="stylesheet" href="work.css" />
<main>
<canvas id="canvas" width="1280" height="720"></canvas>
<div id="telemetry">XX.X FPS (XX.X ms)</div>
</main>
<script
src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/3.4.2/gl-matrix-min.min.js"
integrity="sha512-cR3oS5mKRWD+38vYi1CNJk1DLpi104ovuQBuVv9p7nNxeqzSNiHzlboK2BZQybmpTi1QNnQ5unYajpURcMjeZQ=="
crossorigin="anonymous"
referrerpolicy="no-referrer"
></script>
<script src="/002-enter-the-third/main.js" type="module"></script>

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import {
App,
BasicPlane,
Shader
} from "../chunk-2775206da9dea9ea.js";
// src/002-enter-the-third/main.ts
var app2 = new App({ fov: 20 });
var gl = app2.gl;
var shader2 = new Shader(app2).attach(gl.VERTEX_SHADER, `
attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
}
`).attach(gl.FRAGMENT_SHADER, `
void main() {
gl_FragColor = vec4(1.0);
}
`).link();
var plane = new BasicPlane(app2);
plane.attachShader(shader2);
app2.loop();