Forget all that module noise
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@ -1,14 +1,7 @@
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<!DOCTYPE html>
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<!DOCTYPE html>
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<html>
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<html>
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<head>
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<head>
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<script type="module" src="panorama-viewer.js"></script>
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<script src="./panorama-viewer.js"></script>
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<script type="module">
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import { render } from "./panorama-viewer.js";
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window.addEventListener("load", () => {
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let viewer = document.getElementById("viewer");
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render(viewer);
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});
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</script>
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</head>
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</head>
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<body>
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<body>
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<h1>Panorama Viewer</h1>
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<h1>Panorama Viewer</h1>
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@ -1,56 +1,63 @@
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"use strict";
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(() => {
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window.addEventListener("load", () => {
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let viewer = document.getElementById("viewer");
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render(viewer);
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});
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export const render = (canvas) => {
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const render = (canvas) => {
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let gl = canvas.getContext("webgl");
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let gl = canvas.getContext("webgl2");
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const vShaderSrc = `
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const vShaderSrc = `
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attribute vec3 position;
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attribute vec3 position;
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void main() {
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void main() {
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gl_Position = vec4(position, 1);
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gl_Position = vec4(position, 1);
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}
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`;
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const fShaderSrc = `
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void main() {
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gl_FragColor = vec4(0.5, 0.5, 0, 1);
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}
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`;
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const compileShader = (src, type) => {
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let shader = gl.createShader(type);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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throw gl.getShaderInfoLog(vShader);
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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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const fShaderSrc = `
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let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
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void main() {
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let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
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gl_FragColor = vec4(0.5, 0.5, 0, 1);
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}
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`;
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const compileShader = (src, type) => {
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let program = gl.createProgram();
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let shader = gl.createShader(type);
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gl.attachShader(program, vShader);
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gl.shaderSource(shader, src);
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gl.attachShader(program, fShader);
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gl.compileShader(shader);
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gl.linkProgram(program);
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let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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let success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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if (!success) {
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throw gl.getShaderInfoLog(vShader);
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throw gl.getProgramInfoLog(program);
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}
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}
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return shader;
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gl.useProgram(program);
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}
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let vShader = compileShader(vShaderSrc, gl.VERTEX_SHADER);
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let vertexBuffer = gl.createBuffer();
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let fShader = compileShader(fShaderSrc, gl.FRAGMENT_SHADER);
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let vertices = new Float32Array([
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0, 0, 0,
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let program = gl.createProgram();
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1, 0, 0,
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gl.attachShader(program, vShader);
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1, 1, 0,
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gl.attachShader(program, fShader);
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]);
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gl.linkProgram(program);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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let success = gl.getProgramParameter(program, gl.LINK_STATUS);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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if (!success) {
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throw gl.getProgramInfoLog(program);
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let positionLocation = gl.getAttribLocation(program, "position");
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}
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gl.enableVertexAttribArray(positionLocation);
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gl.useProgram(program);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 4*3, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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let vertexBuffer = gl.createBuffer();
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};
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let vertices = new Float32Array([
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})();
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0, 0, 0,
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1, 0, 0,
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1, 1, 0,
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]);
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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let positionLocation = gl.getAttribLocation(program, "position");
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 4*3, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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