| Index: experimental/docs/lesson1.html
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| diff --git a/experimental/docs/lesson1.html b/experimental/docs/lesson1.html
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..3eb71c31f9003e7b71888da61293d503f5705a9d
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| +++ b/experimental/docs/lesson1.html
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| @@ -0,0 +1,198 @@
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| +
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| +<html>
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| +
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| +<head>
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| +<title>Learning WebGL — lesson 1</title>
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| +<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
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| +
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| +<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script>
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| +
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| +<script id="shader-fs" type="x-shader/x-fragment">
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| + precision mediump float;
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| +
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| + void main(void) {
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| + gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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| + }
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| +</script>
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| +
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| +<script id="shader-vs" type="x-shader/x-vertex">
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| + attribute vec3 aVertexPosition;
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| +
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| + uniform mat4 uMVMatrix;
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| + uniform mat4 uPMatrix;
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| +
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| + void main(void) {
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| + gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
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| + }
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| +</script>
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| +
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| +
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| +<script type="text/javascript">
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| +
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| + var gl;
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| + function initGL(canvas) {
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| + try {
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| + gl = canvas.getContext("webgl");
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| + gl.viewportWidth = canvas.width;
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| + gl.viewportHeight = canvas.height;
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| + } catch (e) {
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| + }
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| + if (!gl) {
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| + alert("Could not initialise WebGL, sorry :-(");
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| + }
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| + }
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| +
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| +
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| + function getShader(gl, id) {
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| + var shaderScript = document.getElementById(id);
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| + if (!shaderScript) {
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| + return null;
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| + }
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| +
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| + var str = "";
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| + var k = shaderScript.firstChild;
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| + while (k) {
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| + if (k.nodeType == 3) {
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| + str += k.textContent;
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| + }
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| + k = k.nextSibling;
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| + }
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| +
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| + var shader;
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| + if (shaderScript.type == "x-shader/x-fragment") {
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| + shader = gl.createShader(gl.FRAGMENT_SHADER);
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| + } else if (shaderScript.type == "x-shader/x-vertex") {
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| + shader = gl.createShader(gl.VERTEX_SHADER);
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| + } else {
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| + return null;
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| + }
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| +
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| + gl.shaderSource(shader, str);
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| + gl.compileShader(shader);
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| +
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| + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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| + alert(gl.getShaderInfoLog(shader));
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| + return null;
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| + }
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| +
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| + return shader;
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| + }
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| +
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| +
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| + var shaderProgram;
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| +
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| + function initShaders() {
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| + var fragmentShader = getShader(gl, "shader-fs");
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| + var vertexShader = getShader(gl, "shader-vs");
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| +
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| + shaderProgram = gl.createProgram();
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| + gl.attachShader(shaderProgram, vertexShader);
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| + gl.attachShader(shaderProgram, fragmentShader);
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| + gl.linkProgram(shaderProgram);
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| +
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| + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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| + alert("Could not initialise shaders");
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| + }
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| +
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| + gl.useProgram(shaderProgram);
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| +
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| + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
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| + gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
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| +
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| + shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
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| + shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
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| + }
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| +
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| +
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| + var mvMatrix = mat4.create();
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| + var pMatrix = mat4.create();
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| +
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| + function setMatrixUniforms() {
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| + gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
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| + gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
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| + }
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| +
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| +
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| +
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| + var triangleVertexPositionBuffer;
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| + var squareVertexPositionBuffer;
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| +
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| + function initBuffers() {
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| + triangleVertexPositionBuffer = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
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| + var vertices = [
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| + 117.0, 167.0, 0.0,
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| + 33.0, 333.0, 0.0,
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| + 200.0, 333.0, 0.0
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| + ];
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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| + triangleVertexPositionBuffer.itemSize = 3;
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| + triangleVertexPositionBuffer.numItems = 3;
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| +
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| + squareVertexPositionBuffer = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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| + vertices = [
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| + 300.0, 167.0, 0.0,
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| + 467.0, 167.0, 0.0,
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| + 300.0, 333.0, 0.0,
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| + 467.0, 333.0, 0.0
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| + ];
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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| + squareVertexPositionBuffer.itemSize = 3;
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| + squareVertexPositionBuffer.numItems = 4;
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| + }
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| +
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| +
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| + function drawScene() {
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| + gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
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| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| +
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| + // mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 1000.0, pMatrix);
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| + mat4.ortho(-250.0, 250.0, -250.0, 250.0, 0.1, 1000, pMatrix);
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| + mat4.identity(mvMatrix);
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| + mat4.scale(mvMatrix, [1, -1, 1]);
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| + mat4.translate(mvMatrix, [-250, -250, -1]);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
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| + gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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| + setMatrixUniforms();
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| + gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
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| +
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| +
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| + // mat4.translate(mvMatrix, [300, 0.0, 0.0]);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
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| + gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
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| + setMatrixUniforms();
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| + gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
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| + }
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| +
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| +
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| +
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| + function webGLStart() {
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| + var canvas = document.getElementById("lesson01-canvas");
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| + initGL(canvas);
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| + initShaders();
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| + initBuffers();
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| +
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| + gl.clearColor(0.0, 0.0, 0.0, 1.0);
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| + gl.enable(gl.DEPTH_TEST);
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| +
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| + drawScene();
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| + }
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| +
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| +
|
| +</script>
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| +
|
| +
|
| +</head>
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| +
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| +
|
| +<body onload="webGLStart();">
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| + <a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br />
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| +
|
| + <canvas id="lesson01-canvas" style="border: none;" width="500" height="500"></canvas>
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| +
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| + <br/>
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| + <a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br />
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| +</body>
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| +
|
| +</html>
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