Bump ECMAPortal to v1.3
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@ -21,8 +21,7 @@
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<link href="/styles/styles.css" rel="stylesheet" />
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</head>
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<body>
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<canvas class="portal" id="ecmaportal">Your browser does not seem to support HTML canvas.</canvas>
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<div class="body-wrapper">
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<!--<div class="body-wrapper">
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<div class="container">
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<main>
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<div class="text">
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@ -184,8 +183,7 @@
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</div>
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<div class="bottom-right">
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<img src="/images/enderman.gif" alt="Hello!">
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</div>
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<script src="/scripts/portal-min.js"></script>
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</div>-->
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<script src="/scripts/portal-min.js" type="text/javascript"></script>
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</body>
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</html>
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File diff suppressed because one or more lines are too long
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@ -1,6 +1,5 @@
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class Portal {
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constructor(canvas, resourceDir) {
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constructor(resourceDir = '/', animate = true, randomize = false) {
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// Vertex shader.
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const vglsl = `#version 300 es
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@ -104,36 +103,51 @@ class Portal {
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];
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// Version & notice.
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this.version = '1.1';
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this.version = '1.3';
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this.notice();
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this.canvas = canvas;
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// Set properties.
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this.animate = animate;
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this.randomize = randomize;
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// Create a canvas and acquire its context.
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this.canvas = this.createCanvas();
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this.gl = this.canvas.getContext('webgl2');
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// If WebGL isn't part of available features, fail.
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if (!this.gl) {
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alert("Unable to initialize WebGL 2. Your browser or machine may not support it.");
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return;
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alert("Unable to initialize WebGL 2.\nThe website will lack parallax animation.");
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console.error("Unable to initialize WebGL 2. Your browser or machine may not support it.");
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return this.destroyCanvas();
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}
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// Size the canvas to window initially.
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this.canvas.width = window.innerWidth;
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this.canvas.height = window.innerHeight;
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// Set default speed.
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this.speed = 1;
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this.initialSpeed = this.speed;
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// Get current tick and slightly randomize it.
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this.time = Date.now() - this.randomRange(60 * 1000, 180 * 1000);
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// It's integral for the animation to tie it to the current time, else it will be tied to the framerate.
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this.currentTime = Date.now();
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this.pauseTime = null;
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// Get current tick and slightly randomize it if animation is enabled.
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this.tick = (this.animate && randomize) * this.randomRange(0, 10);
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// Build shaders.
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this.prog = this.build(vglsl, fglsl);
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if (!this.prog) {
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alert("Failed to compile WebGL 2 shaders.\nOpen the developer console for debug output.");
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return;
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return this.destroyCanvas();
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}
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// Bind class context to the resize handler, pass it to the event bus.
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window.addEventListener('resize', this.resize.bind(this));
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// Set the clickTime to null for the onClick event.
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this.clickTime = null;
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// Create image loading promises.
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this.promises = images.map(image => this.loadImage(image));
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@ -154,6 +168,37 @@ class Portal {
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});
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}
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createCanvas() {
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let canvas = document.createElement('canvas');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.style.display = 'block';
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canvas.style.position = 'fixed';
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canvas.style.bottom = '0';
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canvas.style.left = '0';
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canvas.style.zIndex = '-1';
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canvas.innerHTML = 'Your browser does not support the canvas element, which is required for animation.';
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// Add a class for subclassing support.
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canvas.classList.add('ecmaportal');
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canvas.id = 'ecmaportal';
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if (this.animate) {
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canvas.onclick = () => this.clickTime = Date.now();
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}
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document.body.appendChild(canvas);
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return canvas;
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}
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destroyCanvas() {
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document.body.removeChild(this.canvas);
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}
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notice() {
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console.log(
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`%c \u2587%c\u2587%c\u2587 %c\u2587%c\u2587%c\u2587 %c // ECMAPortal v${this.version} by Endermanch & WiPet\n\n\thttps://enderman.ch\n\thttps://go.enderman.ch/wipet`,
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@ -173,10 +218,7 @@ class Portal {
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}
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randomRange(min, max) {
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min = Math.ceil(min);
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max = Math.floor(max);
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return Math.floor(Math.random() * (max - min + 1)) + min;
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return Math.random() * (max - min) + min;
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}
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build(vshSource, fshSource) {
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@ -283,7 +325,7 @@ class Portal {
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
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let vertexTexBuffer = this.gl.createBuffer();
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let texcoords = new Float32Array([
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let texCoords = new Float32Array([
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0.0, 1.0,
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1.0, 1.0,
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1.0, 0.0,
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@ -293,7 +335,7 @@ class Portal {
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]);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexTexBuffer);
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this.gl.bufferData(this.gl.ARRAY_BUFFER, texcoords, this.gl.STATIC_DRAW);
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this.gl.bufferData(this.gl.ARRAY_BUFFER, texCoords, this.gl.STATIC_DRAW);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
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let vertexPosLocation = 0;
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@ -320,14 +362,24 @@ class Portal {
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0.0, 0.0, 0.0, 1.0
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]);
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let dt = (Date.now() - this.time) / 1000 / 1000;
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if (this.animate) {
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// Speed up the animation if the user has clicked.
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if (this.clickTime !== null) {
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this.speed = 20 - Math.min((Date.now() - this.clickTime) / 100, 20 - this.initialSpeed);
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if (this.speed === this.initialSpeed) this.clickTime = null;
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}
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// R(t) = t + dt (mod 20)
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this.tick += this.dt;
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this.tick %= 20;
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}
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this.gl.uniformMatrix4fv(this.uniforms.modelViewMatrix, false, identityMatrix);
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this.gl.uniformMatrix4fv(this.uniforms.projectionMatrix, false, identityMatrix);
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this.gl.uniform2f(this.uniforms.resolution, this.canvas.clientWidth, this.canvas.clientHeight);
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this.gl.uniform1f(this.uniforms.dt, dt);
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this.gl.uniform1f(this.uniforms.dt, this.tick);
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this.gl.uniform1i(this.uniforms.sky, 0);
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this.gl.uniform1i(this.uniforms.particles, 1);
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@ -338,11 +390,15 @@ class Portal {
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// Make sure the viewport matches the size of the canvas' drawingBuffer.
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this.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);
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// Calculate the delta time.
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this.dt = (Date.now() - this.currentTime) * this.speed / 1000000;
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this.currentTime = Date.now();
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// Run the scene.
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this.scene();
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// Request the next animation frame.
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requestAnimationFrame(this.render.bind(this));
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// Request the next animation frame if animation is enabled.
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if (this.animate) requestAnimationFrame(this.render.bind(this));
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}
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resize() {
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@ -356,21 +412,42 @@ class Portal {
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this.canvas.width = width;
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this.canvas.height = height;
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}
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// If we have animation disabled, we still have to re-render the scene once on resize.
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if (!this.animate) requestAnimationFrame(this.render.bind(this));
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}
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continue() {
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if (this.pauseTime === null) return;
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// Add the time that has passed since the pause to the current time.
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this.currentTime += Date.now() - this.pauseTime;
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this.pauseTime = null;
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this.animate = true;
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this.render();
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}
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pause() {
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if (this.pauseTime !== null) return;
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// Save the pause time to calculate the delta time.
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this.pauseTime = Date.now();
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this.animate = false;
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}
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destruct() {
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// Doesn't need to be called usually, the garbage collector should do its job.
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// The method isn't implemented, but the pseudocode is as follows:
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this.gl.deleteBuffer(vertexPosBuffer);
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this.gl.deleteBuffer(vertexTexBuffer);
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// this.gl.deleteBuffer(vertexPosBuffer);
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// this.gl.deleteBuffer(vertexTexBuffer);
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this.gl.deleteSampler(sampler);
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this.gl.deleteTexture(texture);
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// this.gl.deleteSampler(sampler);
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// this.gl.deleteTexture(texture);
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this.gl.deleteProgram(this.prog);
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}
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}
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const canvas = document.querySelector('#ecmaportal');
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const portal = new Portal(canvas, '/images/portal');
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const portal = new Portal('/images/portal', true, true);
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}
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body {
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background-color: black;
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background-color: rgb(6, 25, 28);
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background-image: url("/images/portal/sky.png");
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background-attachment: fixed;
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background-size: cover;
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background-blend-mode: multiply;
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image-rendering: pixelated;
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background-repeat: no-repeat;
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color: white;
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@ -18,7 +21,7 @@ canvas.portal {
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display: block;
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position: fixed;
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top: 0;
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bottom: 0;
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left: 0;
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z-index: -1;
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@ -179,6 +182,9 @@ div.bottom-right {
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bottom: 0;
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opacity: 30%;
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-webkit-transition: ease 0.3s;
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transition: 0.3s ease;
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}
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div.bottom-right:hover {
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