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var createWebGLContext = require('fc');
var glslify = require('glslify')
var createGLClear = require('gl-clear');
var createGeometry = require('gl-geometry');
var createCamera = require('orbit-camera');
var computeNormal = require('triangle-normal');
var mat4 = require('gl-matrix-mat4');
var createFont = require('../gl-ttf');
var m4scratch = mat4.create();
var camera = createCamera(
[10, 0, 10],
[0, 0, 0],
[0, 1, 0]
);
camera.distance = 10;
var gl = createWebGLContext(render, true, 3);
var clear = createGLClear({
color: [0.043, 0.043, .086, 1.0]
}).bind(null, gl);
var shader = glslify({
function render() {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
clear();
characterPos = [0, 0, 0];
shader.bind();
shader.uniforms.unitsPerEm = unitsPerEm;
shader.uniforms.model = mat4.identity(m4scratch);
shader.uniforms.projection = mat4.perspective(
m4scratch,
Math.PI/4,
gl.canvas.width/gl.canvas.height,
0.1,
1000.00
);
shader.uniforms.view = camera.view(m4scratch);
var now = Date.now();
letters.forEach(function(letter) {
letter.geometry.bind(shader);
shader.uniforms.characterPos = characterPos;
shader.uniforms.time = now - start;
letter.geometry.draw(gl.TRIANGLES);
function render() {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
clear();
characterPos = [0, 0, 0];
shader.bind();
shader.uniforms.unitsPerEm = unitsPerEm;
shader.uniforms.model = mat4.identity(m4scratch);
shader.uniforms.projection = mat4.perspective(
m4scratch,
Math.PI/4,
gl.canvas.width/gl.canvas.height,
0.1,
1000.00
);
shader.uniforms.view = camera.view(m4scratch);
var now = Date.now();
letters.forEach(function(letter) {
letter.geometry.bind(shader);
shader.uniforms.characterPos = characterPos;
shader.uniforms.time = now - start;
letter.geometry.draw(gl.TRIANGLES);
letter.geometry.bind(shader);