@@ -1065,41 +1065,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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GLctx : ctx
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} ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- context . cannotHandleOffsetsInUniformArrayViews = ( function ( g ) {
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- function b ( c , t ) {
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- var s = g . createShader ( t ) ;
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- g . shaderSource ( s , c ) ;
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- g . compileShader ( s ) ;
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- return s ;
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- }
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- try {
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- // Note: we do not delete this program so it stays part of the context
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- // we created, but that is ok - it does not do anything and we want to
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- // keep this detection size minimal.
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- var p = g . createProgram ( ) ;
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- g . attachShader ( p , b ( "attribute vec4 p;void main(){gl_Position=p;}" , 0x8B31 /*GL_VERTEX_SHADER*/ ) ) ;
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- g . attachShader ( p , b ( "precision lowp float;uniform vec4 u;void main(){gl_FragColor=u;}" , 0x8B30 /*GL_FRAGMENT_SHADER*/ ) ) ;
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- g . linkProgram ( p ) ;
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- var h = new Float32Array ( 8 ) ;
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- h [ 4 ] = 1 ;
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- g . useProgram ( p ) ;
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- var l = g . getUniformLocation ( p , "u" ) ;
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- // Uploading a 4-vector GL uniform from last four elements of array
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- // [0,0,0,0,1,0,0,0], i.e. uploading vec4=(1,0,0,0) at offset=4.
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- g . uniform4fv ( l , h . subarray ( 4 , 8 ) ) ;
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- // in proper WebGL we expect to read back the vector we just uploaded:
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- // (1,0,0,0). On buggy browser would instead have uploaded offset=0 of
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- // above array, i.e. vec4=(0,0,0,0)
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- return ! g . getUniform ( p , l ) [ 0 ] ; i
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- } catch ( e ) {
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- // If we get an exception, we assume we got some other error, and do
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- // not trigger this workaround.
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- return false ;
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- }
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- } ) ( ) ;
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- #endif
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-
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// Store the created context object so that we can access the context
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// given a canvas without having to pass the parameters again.
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if ( ctx . canvas ) ctx . canvas . GLctxObject = context ;
@@ -2515,9 +2480,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*4' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
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- #endif
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}
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GLctx . uniform1iv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2560,9 +2522,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*8' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
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- #endif
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}
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GLctx . uniform2iv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2606,9 +2565,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*12' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
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- #endif
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}
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GLctx . uniform3iv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2655,9 +2611,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*16' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
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- #endif
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}
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GLctx . uniform4iv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2699,9 +2652,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*4' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniform1fv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2746,9 +2696,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*8' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniform2fv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2794,9 +2741,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*12' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniform3fv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2847,9 +2791,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*16' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniform4fv ( webglGetUniformLocation ( location ) , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2896,9 +2837,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*16' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniformMatrix2fv ( webglGetUniformLocation ( location ) , ! ! transpose , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -2950,9 +2888,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*36' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniformMatrix3fv ( webglGetUniformLocation ( location ) , ! ! transpose , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
@@ -3015,9 +2950,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#endif
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{
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var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*64' ) } } } ;
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- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
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- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
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- #endif
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}
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GLctx . uniformMatrix4fv ( webglGetUniformLocation ( location ) , ! ! transpose , view ) ;
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#endif // MIN_WEBGL_VERSION >= 2
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