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function prepareScene(){
canvas.style.display = 'block';
window.world = new voxel.World({width: 8, height: 4, depth: 8, chunk_size: 32, scale: 0.5});
voxel.random_world(window.world, seed);
//voxel.flat_world(window.world, 10);
window.renderer = new glvoxel.Renderer(window.world);
var albedoFBO = new FBO(canvas.width, canvas.height, gl.FLOAT),
blurFBO0 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO1 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO2 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT),
blurFBO3 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT);
resizeVBO = function() {
// hoping the GC will clean up...
FBO.call(albedoFBO, canvas.width, canvas.height, gl.FLOAT);
FBO.call(blurFBO0, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO1, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO2, canvas.width>>2, canvas.height>>2, gl.FLOAT);
FBO.call(blurFBO3, canvas.width>>2, canvas.height>>2, gl.FLOAT);
};
cube = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.5, 0.0, 0.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
function prepareScene(){
canvas.style.display = 'block';
window.world = new voxel.World({width: 8, height: 4, depth: 8, chunk_size: 32, scale: 0.5});
voxel.random_world(window.world, seed);
//voxel.flat_world(window.world, 10);
window.renderer = new glvoxel.Renderer(window.world);
var albedoFBO = new FBO(canvas.width, canvas.height, gl.FLOAT),
blurFBO0 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO1 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO2 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT),
blurFBO3 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT);
resizeVBO = function() {
// hoping the GC will clean up...
FBO.call(albedoFBO, canvas.width, canvas.height, gl.FLOAT);
FBO.call(blurFBO0, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO1, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO2, canvas.width>>2, canvas.height>>2, gl.FLOAT);
FBO.call(blurFBO3, canvas.width>>2, canvas.height>>2, gl.FLOAT);
};
cube = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.5, 0.0, 0.0, 0.5])}, [
function prepareScene(){
canvas.style.display = 'block';
window.world = new voxel.World({width: 8, height: 4, depth: 8, chunk_size: 32, scale: 0.5});
voxel.random_world(window.world, seed);
//voxel.flat_world(window.world, 10);
window.renderer = new glvoxel.Renderer(window.world);
var albedoFBO = new FBO(canvas.width, canvas.height, gl.FLOAT),
blurFBO0 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO1 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO2 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT),
blurFBO3 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT);
resizeVBO = function() {
// hoping the GC will clean up...
FBO.call(albedoFBO, canvas.width, canvas.height, gl.FLOAT);
FBO.call(blurFBO0, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO1, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO2, canvas.width>>2, canvas.height>>2, gl.FLOAT);
FBO.call(blurFBO3, canvas.width>>2, canvas.height>>2, gl.FLOAT);
};
cube = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.5, 0.0, 0.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
]);
cube2 = new scene.Transform([
function prepareScene(){
canvas.style.display = 'block';
window.world = new voxel.World({width: 8, height: 4, depth: 8, chunk_size: 32, scale: 0.5});
voxel.random_world(window.world, seed);
//voxel.flat_world(window.world, 10);
window.renderer = new glvoxel.Renderer(window.world);
var albedoFBO = new FBO(canvas.width, canvas.height, gl.FLOAT),
blurFBO0 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO1 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO2 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT),
blurFBO3 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT);
resizeVBO = function() {
// hoping the GC will clean up...
FBO.call(albedoFBO, canvas.width, canvas.height, gl.FLOAT);
FBO.call(blurFBO0, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO1, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO2, canvas.width>>2, canvas.height>>2, gl.FLOAT);
FBO.call(blurFBO3, canvas.width>>2, canvas.height>>2, gl.FLOAT);
};
cube = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.5, 0.0, 0.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
]);
cube2 = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.0, 0.0, 1.0, 0.5])}, [
function prepareScene(){
canvas.style.display = 'block';
window.world = new voxel.World({width: 8, height: 4, depth: 8, chunk_size: 32, scale: 0.5});
voxel.random_world(window.world, seed);
//voxel.flat_world(window.world, 10);
window.renderer = new glvoxel.Renderer(window.world);
var albedoFBO = new FBO(canvas.width, canvas.height, gl.FLOAT),
blurFBO0 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO1 = new FBO(canvas.width>>1, canvas.height>>1, gl.FLOAT),
blurFBO2 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT),
blurFBO3 = new FBO(canvas.width>>2, canvas.height>>2, gl.FLOAT);
resizeVBO = function() {
// hoping the GC will clean up...
FBO.call(albedoFBO, canvas.width, canvas.height, gl.FLOAT);
FBO.call(blurFBO0, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO1, canvas.width>>1, canvas.height>>1, gl.FLOAT);
FBO.call(blurFBO2, canvas.width>>2, canvas.height>>2, gl.FLOAT);
FBO.call(blurFBO3, canvas.width>>2, canvas.height>>2, gl.FLOAT);
};
cube = new scene.Transform([
new scene.Material(shaders.get('solid'), {color: vec4.create([0.5, 0.0, 0.0, 0.5])}, [
new scene.SimpleMesh(new glUtils.VBO(mesh.cube(-0.5)))])
]);