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uvsy.push(i/width);
uvsy.push(i/width);
}
const position = duplicate(path)
const directions = duplicate(path.map(x => 1), true)
const indexBuffer = createIndices(path.length);
const geometry = this.geometry = new G.Geometry();
geometry.addAttribute('positions', position)
geometry.addAttribute('directions', directions)
geometry.addIndices(indexBuffer, true);
geometry.addInstancedAttribute('uvys', uvsy, 1);
geometry.addAttribute('uvs', uvs)
geometry.addCount(uvsy.length)
this.lines = new G.Mesh(geometry,shader);
this.lines.position.y = 2;
this.scene.addChild(this.lines);
let dataPos = new Float32Array(width * height * 4);
let count = 0;
let row = 0;
let lifes = [];
for (var i = 0; i < height; i++) {
lifes.push(Math.random())
}
let r = Math.random()
let rr = 1;
for (let i = 0, l = width * height * 4; i < l; i += 4) {
// if((count % width) / width <= 1.0/width) {
// }
});
const geometry = new G.Geometry();
geometry.addAttribute('positions', pos, true);
geometry.addAttribute('colors', colors, true);
geometry.addAttribute('twouvs', uvs, true);
geometry.addAttribute('sizes', size, true);
const normal = this.normal = new G.Texture(gl);
normal.format = gl.RGBA;
normal.upload(window.getAsset('img/normal.png'));
this.mesh = new G.Mesh(
geometry,
new G.Shader(
glslify('./shaders/instancing.vert'),
glslify('./shaders/instancing.frag'), {
uBuffer: dataText,
normalTexture: normal,
uShadowMap: scene.fbo.depth,
uShadowMatrix: scene.mvpDepth,
toLook: [0, 0, 1],
},
'Particles'
), {
drawType: gl.POINTS,
});
scene.fboHelper.attach(this.gpu.fboOut.colors);
width,
height,
timeAdd: 0.001,
renderer: this.webgl,
camera: new G.OrthographicCamera(-1, 1, -1, 1, 0.1, 100),
vs: glslify('./shaders/basic.vert'),
fs: glslify('./shaders/sim.frag'),
uniforms: {
uMouse: [0, 0, 0],
},
});
this.fboHelper.attach(this.gpu.fboOut.colors);
this.sphere = new G.Mesh(geom, new G.Shader(
`
attribute vec3 aPosition;
attribute vec2 aUv;
attribute vec2 aCuvs;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 worldMatrix;
uniform mat3 normalMatrix;
uniform sampler2D uBuffer;
void main() {