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# http://editorconfig.org | |
root = true | |
[*] | |
indent_style = space | |
indent_size = 4 | |
trim_trailing_whitespace = true | |
insert_final_newline = true | |
charset = utf-8 | |
end_of_line = lf | |
[*.{js,html}] | |
charset = utf-8 | |
indent_size = 2 | |
[*.bat] | |
indent_style = tab | |
end_of_line = crlf | |
[LICENSE] | |
insert_final_newline = false | |
[Makefile] | |
indent_style = tab |
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#version 300 es | |
// fragment shaders don't have a default precision so we need | |
// to pick one. mediump is a good default. It means "medium precision" | |
precision mediump float; | |
// we need to declare an output for the fragment shader | |
out vec4 outColor; | |
void main() { | |
// Just set the output to a constant redish-purple | |
outColor = vec4(1, 0, 0.5, 1); | |
} |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Welcome to Vuetify</title> | |
<link href='https://fonts.googleapis.com/css?family=Roboto:300,400,500,700|Material+Icons' rel="stylesheet" type="text/css"> | |
<link href="https://unpkg.com/vuetify/dist/vuetify.min.css" rel="stylesheet" type="text/css"></link> | |
<link href="styles.css" rel="stylesheet" type="text/css"> | |
<link rel="icon" type="image/png" href="favicon-32x32.png" sizes="32x32"> | |
</head> | |
<body> | |
<div id="app"> | |
<v-app> | |
<main> | |
<v-content> | |
<v-container fluid> | |
<canvas></canvas> | |
</v-container> | |
</v-content> | |
</main> | |
</v-app> | |
</div> | |
<script src="https://unpkg.com/vue/dist/vue.js"></script> | |
<script src="https://unpkg.com/vuetify/dist/vuetify.js"></script> | |
<script src="main.js"></script> | |
</body> | |
</html> |
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new Vue({ | |
el: '#app', | |
data () { | |
return {} | |
}, | |
mounted () { | |
const canvas = this.$el.querySelector('canvas') | |
const ctx = canvas.getContext('webgl2') | |
} | |
}) |
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/** CSS Styles */ | |
#getting-started .intro { | |
display: flex; | |
justify-content: center; | |
margin: 4rem 0; | |
} | |
#getting-started .card { | |
border-radius: 0; | |
margin-bottom: 5rem; | |
} | |
#getting-started a { | |
color: inherit; | |
} | |
#getting-started .list { | |
margin: 0 2rem !important; | |
} | |
#getting-started main { | |
text-align: center; | |
} | |
#getting-started h2 { | |
text-align: center; | |
} |
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#version 300 es | |
// an attribute is an input (in) to a vertex shader. | |
// It will receive data from a buffer | |
in vec4 a_position; | |
// all shaders have a main function | |
void main() { | |
// gl_Position is a special variable a vertex shader | |
// is responsible for setting | |
gl_Position = a_position; | |
} |
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