updated three js template
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32
index.html
32
index.html
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<!DOCTYPE html>
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<html lang="en-US">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<title>Hello World</title>
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<script type="importmap">
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{
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"imports": {
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"three": "./node_modules/three/build/three.module.js",
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"three/": "./node_modules/three/",
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"glsl-pipeline/": "./node_modules/glsl-pipeline/"
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}
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}
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</script>
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<script type="module" src="./main.js"></script>
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<style>
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html, body {
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margin: 0;
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height: 100%;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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61
main.js
61
main.js
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import * as THREE from 'three';
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import { GlslPipeline } from 'glsl-pipeline';
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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
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// glsl
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const shader_f = /* glsl */`
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uniform vec2 u_resolution;
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uniform vec2 u_res;
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void main() {
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// vec2 st = vec2(0.0, 0.0);
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// st.x = u_resolution.x;
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vec2 st = gl_FragCoord.xy/u_res;
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gl_FragColor = vec4(st.x, st.y, 0.0, 1.0);
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}
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`;
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const gl_sandbox = new GlslPipeline(renderer, {
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// define uniforms
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u_color: { value: new THREE.Vector3(1.0, 1.0, 1.0) },
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u_speed: { value: 0.5 },
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u_res: {value: new THREE.Vector2(window.innerWidth/4, window.innerHeight/4)},
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})
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gl_sandbox.load(shader_f);
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// Create your scene and use the main material shader
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const cam = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100);
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const mesh = new THREE.Mesh(new THREE.IcosahedronGeometry(1, 10), gl_sandbox.material);
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const scene = new THREE.Scene();
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scene.add(mesh);
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const draw = () => {
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gl_sandbox.renderMain();
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requestAnimationFrame(draw);
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};
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const resize = () => {
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console.log("OK");
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gl_sandbox.setSize(window.innerWidth, window.innerHeight);
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};
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console.log(window.innerWidth);
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window.addEventListener("resize", resize);
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resize();
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draw();
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}
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main();
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14
public/css/styles.css
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14
public/css/styles.css
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body {
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margin: 0;
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padding: 0;
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overflow: hidden;
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background-color: whitesmoke;
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}
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#container {
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width: 100%;
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flex-grow: 1;
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display: flex;
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overflow-y: hidden;
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flex-direction: column;
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}
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25
public/index.html
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25
public/index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Template 3JS</title>
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<link rel="stylesheet" href="./css/styles.css">
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<script type="importmap">
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{
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"imports": {
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"three": "https://cdn.jsdelivr.net/npm/three@v0.164.0/build/three.module.js",
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"three/addons/": "https://cdn.jsdelivr.net/npm/three@v0.164.0/examples/jsm/",
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"three/src/": "https://cdn.jsdelivr.net/npm/three@v0.164.0/src/",
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"three/examples/": "https://cdn.jsdelivr.net/npm/three@v0.164.0/examples/"
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}
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}
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</script>
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</head>
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<body>
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<div id="main-container">
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<div id="container"></div>
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</div>
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<script type="module" src="./js/main.js"></script>
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</body>
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</html>
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87
public/js/main.js
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87
public/js/main.js
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import * as THREE from 'three'
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
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import { Vector3 } from 'three'
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import { randFloat, randInt } from 'three/src/math/MathUtils.js'
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let scene, camera, renderer
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let aspect, frustumSize
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let mesh
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let delta
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let controls
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var clock = new THREE.Clock()
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function init(){
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SetupRenderer()
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scene = new THREE.Scene()
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scene.background = new THREE.Color('white')
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SetupCamera()
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SetupControls()
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SetupObjects()
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animate()
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}
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function SetupRenderer(){
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renderer = new THREE.WebGLRenderer({ antialias: true })
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renderer.setSize(window.innerWidth, window.innerHeight)
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document.getElementById('container').appendChild(renderer.domElement)
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}
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function SetupCamera(){
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aspect = window.innerWidth / window.innerHeight
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frustumSize = 10
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camera = new THREE.OrthographicCamera(
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frustumSize * aspect / -2,
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frustumSize * aspect / 2,
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frustumSize / 2,
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frustumSize / -2,
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0.01,
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5000
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)
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camera.position.z = 20
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}
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function SetupControls(){
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controls = new OrbitControls(camera, renderer.domElement)
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controls.enableRotate = false;
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controls.enablePan = true
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controls.zoomToCursor = true;
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controls.mouseButtons = {
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RIGHT: THREE.MOUSE.ROTATE,
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MIDDLE: THREE.MOUSE.DOLLY,
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LEFT: THREE.MOUSE.PAN
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}
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camera.position.set(0, 0, 20)
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controls.update()
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}
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function SetupObjects() {
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let geo = new THREE.BoxGeometry(1, 1, 1)
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let mat = new THREE.MeshNormalMaterial()
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mesh = new THREE.Mesh(geo, mat)
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scene.add(mesh)
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}
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function animate(){
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requestAnimationFrame(animate)
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controls.update()
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delta = clock.getDelta() / 10
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mesh.rotation.x += delta
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mesh.rotation.z += delta
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renderer.render(scene, camera)
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}
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window.addEventListener('resize', () => {
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aspect = window.innerWidth / window.innerHeight
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camera.left = -frustumSize * aspect / 2
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camera.right = frustumSize * aspect / 2
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camera.top = frustumSize / 2
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camera.bottom = -frustumSize / 2
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camera.updateProjectionMatrix()
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renderer.setPixelRatio(window.devicePixelRatio)
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renderer.setSize(window.innerWidth, window.innerHeight)
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})
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init()
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@@ -1,7 +0,0 @@
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uniform float time;
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uniform vec2 resolution;
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void main() {
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vec3 color = vec3(1.0, 1.0, 1.0);
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gl_FragColor(color, 1.0);
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}
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@@ -1,7 +0,0 @@
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uniform vec3 u_color;
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uniform float u_speed;
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void main() {
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gl_Position = vec4( position, 1.0 );
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}
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