Color points
In the process, find and correct a misunderstanding about vertex attributes. Here's my current understanding. Vertex attributes are program-independent. When you make a draw call, every enabled attribute has to have a vertex buffer object bound to it. A simple way to make sure this happens is to enable only the attributes used by the active program.
This commit is contained in:
parent
1945086586
commit
0fbb071506
5 changed files with 60 additions and 24 deletions
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@ -138,6 +138,7 @@ fn load_pointed_assemb(assembly: &Assembly) {
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Point::new(
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format!("point_front"),
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format!("Front point"),
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[0.875_f32, 0.875_f32, 0.875_f32],
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engine::point(0.0, 0.0, FRAC_1_SQRT_2)
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)
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);
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@ -145,6 +146,7 @@ fn load_pointed_assemb(assembly: &Assembly) {
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Point::new(
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format!("point_back"),
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format!("Back point"),
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[0.875_f32, 0.875_f32, 0.875_f32],
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engine::point(0.0, 0.0, -FRAC_1_SQRT_2)
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)
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);
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@ -166,6 +168,7 @@ fn load_pointed_assemb(assembly: &Assembly) {
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Point::new(
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format!("point{index_x}{index_y}"),
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format!("Point {index_x}{index_y}"),
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[0.4*(2.0 + x) as f32, 0.4*(2.0 + y) as f32, 0.4*(2.0 - x*y) as f32],
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engine::point(x, y, 0.0)
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)
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);
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@ -202,6 +202,7 @@ impl ProblemPoser for Sphere {
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pub struct Point {
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pub id: String,
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pub label: String,
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pub color: ElementColor,
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pub representation: Signal<DVector<f64>>,
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pub regulators: Signal<BTreeSet<RegulatorKey>>,
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pub serial: u64,
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@ -214,11 +215,13 @@ impl Point {
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pub fn new(
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id: String,
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label: String,
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color: ElementColor,
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representation: DVector<f64>
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) -> Point {
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Point {
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id,
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label,
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color,
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representation: create_signal(representation),
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regulators: create_signal(BTreeSet::default()),
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serial: Self::next_serial(),
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@ -236,6 +239,7 @@ impl Element for Point {
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Point::new(
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id,
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format!("Point {id_num}"),
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[0.875_f32, 0.875_f32, 0.875_f32],
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point(0.0, 0.0, 0.0)
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)
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}
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@ -48,15 +48,22 @@ impl SceneSpheres {
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}
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struct ScenePoints {
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representations: Vec<DVector<f64>>
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representations: Vec<DVector<f64>>,
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colors: Vec<ElementColor>,
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}
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impl ScenePoints {
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fn new() -> ScenePoints {
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ScenePoints {
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representations: Vec::new()
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representations: Vec::new(),
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colors: Vec::new()
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}
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}
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fn push(&mut self, representation: DVector<f64>, color: ElementColor) {
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self.representations.push(representation);
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self.colors.push(color);
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}
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}
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pub struct Scene {
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@ -135,7 +142,7 @@ impl DisplayItem for Sphere {
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impl DisplayItem for Point {
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fn show(&self, scene: &mut Scene, _selected: bool) {
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let representation = self.representation.get_clone_untracked();
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scene.points.representations.push(representation);
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scene.points.push(representation, self.color);
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}
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/* SCAFFOLDING */
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@ -211,18 +218,6 @@ fn get_uniform_array_locations<const N: usize>(
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})
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}
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// find the vertex attribute called `attr_name` in the given program. enable it
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// and return its index
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fn find_and_enable_attribute(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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attr_name: &str
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) -> u32 {
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let attr_index = context.get_attrib_location(program, attr_name) as u32;
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context.enable_vertex_attrib_array(attr_index);
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attr_index
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}
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// bind the given vertex buffer object to the given vertex attribute
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fn bind_to_attribute(
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context: &WebGl2RenderingContext,
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@ -267,6 +262,16 @@ fn load_new_buffer(
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buffer
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}
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fn bind_new_buffer_to_attribute(
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context: &WebGl2RenderingContext,
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attr_index: u32,
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attr_size: i32,
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data: &[f32]
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) {
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let buffer = load_new_buffer(context, data);
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bind_to_attribute(context, attr_index, attr_size, &buffer);
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}
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// the direction in camera space that a mouse event is pointing along
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fn event_dir(event: &MouseEvent) -> Vector3<f64> {
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let target: web_sys::Element = event.target().unwrap().unchecked_into();
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@ -405,8 +410,8 @@ pub fn Display() -> View {
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&JsValue::from("uniform vectors available")
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);
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// find and enable the sphere program's sole vertex attribute
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let viewport_position_attr = find_and_enable_attribute(&ctx, &sphere_program, "position");
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// find the sphere program's vertex attribute
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let viewport_position_attr = ctx.get_attrib_location(&sphere_program, "position") as u32;
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// find the sphere program's uniforms
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const SPHERE_MAX: usize = 200;
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@ -443,8 +448,9 @@ pub fn Display() -> View {
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];
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let viewport_position_buffer = load_new_buffer(&ctx, &viewport_positions);
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// find and enable the point program's sole vertex attribute
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let point_position_attr = find_and_enable_attribute(&ctx, &point_program, "position");
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// find the point program's vertex attributes
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let point_position_attr = ctx.get_attrib_location(&point_program, "position") as u32;
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let point_color_attr = ctx.get_attrib_location(&point_program, "color") as u32;
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// set up a repainting routine
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let (_, start_animation_loop, _) = create_raf(move || {
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@ -539,6 +545,7 @@ pub fn Display() -> View {
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if scene_changed.get() {
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const SPACE_DIM: usize = 3;
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const COLOR_SIZE: usize = 3;
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/* INSTRUMENTS */
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// measure mean frame interval
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@ -580,6 +587,9 @@ pub fn Display() -> View {
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// use the sphere rendering program
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ctx.use_program(Some(&sphere_program));
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// enable the sphere program's vertex attribute
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ctx.enable_vertex_attrib_array(viewport_position_attr);
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// write the spheres in world coordinates
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let sphere_reps_world: Vec<_> = scene.spheres.representations.into_iter().map(
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|rep| (&asm_to_world * rep).cast::<f32>()
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@ -625,12 +635,19 @@ pub fn Display() -> View {
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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// disable the sphere program's vertex attribute
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ctx.disable_vertex_attrib_array(viewport_position_attr);
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// --- draw the points ---
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if !scene.points.representations.is_empty() {
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// use the point rendering program
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ctx.use_program(Some(&point_program));
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// enable the point program's vertex attributes
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ctx.enable_vertex_attrib_array(point_position_attr);
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ctx.enable_vertex_attrib_array(point_color_attr);
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// write the points in world coordinates
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let asm_to_world_sp = asm_to_world.rows(0, SPACE_DIM);
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let point_positions = DMatrix::from_columns(
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@ -639,13 +656,18 @@ pub fn Display() -> View {
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).collect::<Vec<_>>().as_slice()
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).cast::<f32>();
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// load the point positions into a new buffer and bind it to the
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// position attribute in the vertex shader
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let point_position_buffer = load_new_buffer(&ctx, point_positions.as_slice());
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bind_to_attribute(&ctx, point_position_attr, SPACE_DIM as i32, &point_position_buffer);
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// load the point positions and colors into new buffers and
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// bind them to the corresponding attributes in the vertex
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// shader
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bind_new_buffer_to_attribute(&ctx, point_position_attr, SPACE_DIM as i32, point_positions.as_slice());
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bind_new_buffer_to_attribute(&ctx, point_color_attr, COLOR_SIZE as i32, scene.points.colors.concat().as_slice());
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::POINTS, 0, point_positions.ncols() as i32);
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// disable the point program's vertex attributes
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ctx.disable_vertex_attrib_array(point_position_attr);
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ctx.disable_vertex_attrib_array(point_color_attr);
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}
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// --- update the display state ---
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@ -2,8 +2,10 @@
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precision highp float;
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in vec3 point_color;
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out vec4 outColor;
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void main() {
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outColor = vec4(vec3(1.), 1.);
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outColor = vec4(point_color, 1.);
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}
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@ -1,6 +1,9 @@
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#version 300 es
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in vec4 position;
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in vec3 color;
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out vec3 point_color;
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// camera
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const float focal_slope = 0.3;
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@ -9,4 +12,6 @@ void main() {
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float depth = -focal_slope * position.z;
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gl_Position = vec4(position.xy / depth, 0., 1.);
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gl_PointSize = 5.;
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point_color = color;
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}
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