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function initScene() {
canvas.width = window.innerWidth, canvas.height = window.innerHeight;
gl.clearColor(0, 0, 0, 1.0);
gl.viewport(0, 0, canvas.width, canvas.height);
// gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.STENCIL_TEST);
//gl.enable(gl.SMOOTH);
//gl.enable(gl.FLAT);
shader = initShader(gl, "vertex-shader", "fragment-shader");
var light = [ 3.0, 4.0, 5.0 ];
vec3.normalize(light);
gl.uniform3fv(shader.lightUniform, light);
gl.uniform1f(shader.normalDirectionUniform, 1.0);
pMatrix = mat4.create();
container = document.createElement('div');
document.body.appendChild(container);
mat4.perspective(distanceCamera, canvas.width / canvas.height, 0.1, 1000, pMatrix);
//mat4.translate(pMatrix, [0, 0, -distanceCamera]);
gl.uniformMatrix4fv(shader.pMatrixUniform, false, pMatrix);
center = [ 0, 0, 0 ], eye = [ distanceCamera, 0, 250 ];
up = [ 0, 0, 1 ];
axis = [ 0, -1, 0 ];
mvMatrix = mat4.lookAt(eye, center, up);
}; |
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