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function loadShader(pGl, pShaderType, pShaderSource) {
const lShader = pGl.createShader(pShaderType);
pGl.shaderSource(lShader, pShaderSource);
pGl.compileShader(lShader);
if (!pGl.getShaderParameter(lShader, pGl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + pGl.getShaderInfoLog(lShader));
pGl.deleteShader(lShader);
return null;
}
return lShader;
}
function loadOrthographicShader(pGl) {
var lVertex, lFragment;
function lLoadShaders() {
const lVertexShader = loadShader(pGl, pGl.VERTEX_SHADER, lVertex);
const lFragmentShader = loadShader(pGl, pGl.FRAGMENT_SHADER, lFragment);
const lShaderProgram = pGl.createProgram();
pGl.attachShader(lShaderProgram, lVertexShader);
pGl.attachShader(lShaderProgram, lFragmentShader);
pGl.linkProgram(lShaderProgram);
if (!pGl.getProgramParameter(lShaderProgram, pGl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + pGl.getProgramInfoLog(lShaderProgram));
return null;
}
var lRetval = {
program: lShaderProgram,
attributeLocations: {
position: pGl.getAttribLocation(lShaderProgram, 'position'),
color: pGl.getAttribLocation(lShaderProgram, 'color')
},
uniformLocations: {
projection: pGl.getUniformLocation(lShaderProgram, 'projection'),
model: pGl.getUniformLocation(lShaderProgram, 'model')
}
};
lRetval.renderShape = function(pShape) {
pGl.uniformMatrix4fv(lRetval.uniformLocations.model, false, pShape.model);
pGl.bindBuffer(pGl.ARRAY_BUFFER, pShape.buffer);
{
pGl.enableVertexAttribArray(lRetval.attributeLocations.position);
pGl.vertexAttribPointer(lRetval.attributeLocations.position, 2, pGl.FLOAT, false, BYTES_PER_FLOAT * 6, 0);
pGl.enableVertexAttribArray(lRetval.attributeLocations.color);
pGl.vertexAttribPointer(lRetval.attributeLocations.color, 4, pGl.FLOAT, false, BYTES_PER_FLOAT * 6, BYTES_PER_FLOAT * 2);
}
pGl.drawArrays(pGl.TRIANGLES, 0, pShape.vertexCount);
}
return lRetval;
}
return fetch('/_shared/2d/shaders/orthographic.vert').then(function(pResponse) {
if (pResponse.status === 200) {
return pResponse.text().then(function(pShader) {
lVertex = pShader;
return fetch('/_shared/2d/shaders/orthographic.frag').then(function(pResponse) {
if (pResponse.status === 200) {
return pResponse.text().then(function(pShader) {
lFragment = pShader;
return lLoadShaders();
});
}
});
});
}
});
}
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