gridviz 2.0.45 → 2.0.46

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/README.md +119 -119
  2. package/dist/gridviz.js +6937 -6937
  3. package/package.json +76 -76
  4. package/src/App.js +668 -668
  5. package/src/BackgroundLayer.js +182 -182
  6. package/src/BackgroundLayerWMS.js +131 -131
  7. package/src/Dataset.js +76 -76
  8. package/src/DatasetComponent.js +101 -101
  9. package/src/GeoCanvas.js +420 -420
  10. package/src/LabelLayer.js +190 -190
  11. package/src/Layer.js +92 -92
  12. package/src/Legend.js +86 -86
  13. package/src/LineLayer.js +150 -150
  14. package/src/Style.js +114 -114
  15. package/src/Tooltip.js +172 -172
  16. package/src/dataset/COGeo.js +24 -24
  17. package/src/dataset/CSVGrid.js +104 -104
  18. package/src/dataset/GeoTIFF.js +127 -127
  19. package/src/dataset/GridTile.js +41 -41
  20. package/src/dataset/TiledGrid.js +264 -264
  21. package/src/index.js +177 -176
  22. package/src/legend/ColorCategoryLegend.js +124 -124
  23. package/src/legend/ColorDiscreteLegend.js +103 -103
  24. package/src/legend/ColorLegend.js +124 -124
  25. package/src/legend/SegmentOrientationLegend.js +87 -87
  26. package/src/legend/SegmentWidthLegend.js +97 -97
  27. package/src/legend/SizeLegend.js +141 -141
  28. package/src/style/CompositionStyle.js +300 -300
  29. package/src/style/ContourStyle.js +54 -54
  30. package/src/style/DotDensityStyle.js +156 -156
  31. package/src/style/JoyPlotStyle.js +135 -135
  32. package/src/style/LegoStyle.js +112 -112
  33. package/src/style/MosaicStyle.js +107 -107
  34. package/src/style/NinjaStarStyle.js +124 -124
  35. package/src/style/PillarStyle.js +230 -230
  36. package/src/style/SegmentStyle.js +142 -142
  37. package/src/style/ShapeColorSizeStyle.js +126 -126
  38. package/src/style/SideCatStyle.js +172 -172
  39. package/src/style/SideStyle.js +218 -218
  40. package/src/style/SquareColorCatWGLStyle.js +120 -120
  41. package/src/style/SquareColorWGLStyle.js +146 -146
  42. package/src/style/StrokeStyle.js +131 -131
  43. package/src/style/TanakaStyle.js +160 -160
  44. package/src/style/TextStyle.js +132 -132
  45. package/src/utils/Utils.js +35 -35
  46. package/src/utils/WebGLRectangleColoring.js +106 -106
  47. package/src/utils/WebGLSquareColoring.js +118 -118
  48. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  49. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  50. package/src/utils/WebGLSquareColoringKS.js +153 -153
  51. package/src/utils/stretching.js +131 -131
  52. package/src/utils/webGLUtils.js +71 -71
  53. package/src/utils/zoomUtils.js +142 -142
@@ -1,133 +1,133 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { initShaderProgram, createShader } from './webGLUtils.js'
5
- import { color } from 'd3-color'
6
-
7
- /**
8
- * Everything to easily draw colored squares with webGL.
9
- * All the same size, but different fill color.
10
- * Color based on categories.
11
- */
12
- export class WebGLSquareColoringCatAdvanced {
13
- /**
14
- * @param {Array.<string>} colors
15
- */
16
- constructor(colors) {
17
- /**
18
- * @type {Array.<string>} */
19
- this.colors = colors
20
-
21
- /** Vector shader program
22
- * @type {string} */
23
- this.vshString = `
24
- attribute vec2 pos;
25
- uniform float sizePix;
26
- uniform mat3 mat;
27
-
28
- attribute float i;
29
- varying float vi;
30
-
31
- void main() {
32
- gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
33
- gl_PointSize = sizePix;
34
- vi = i;
35
- }
36
- `
37
-
38
- //prepare fragment shader code
39
- //declare the uniform and other variables
40
- const out = []
41
- out.push('precision mediump float;\nvarying float vi;\n')
42
- //add color uniforms
43
- out.push('uniform vec4')
44
- for (let i = 0; i < colors.length; i++) {
45
- if (i > 0) out.push(',')
46
- out.push(' c' + i)
47
- }
48
- out.push(';\n')
49
- //start the main function
50
- out.push('void main(void) {\n')
51
- //choose color i
52
- for (let i = 0; i < colors.length; i++) {
53
- if (i > 0) out.push('else ')
54
- out.push('if(vi==')
55
- out.push(i)
56
- out.push('.0) gl_FragColor = vec4(c')
57
- out.push(i)
58
- out.push('[0], c')
59
- out.push(i)
60
- out.push('[1], c')
61
- out.push(i)
62
- out.push('[2], c')
63
- out.push(i)
64
- out.push('[3]);\n')
65
- }
66
- out.push('else gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}')
67
- /** Fragment shader program
68
- * @type {string} */
69
- this.fshString = out.join('')
70
- }
71
-
72
- /** */
73
- draw(gl, verticesBuffer, iBuffer, transfoMat, sizePix = 10) {
74
- /** @type {WebGLShader} */
75
- const vShader = createShader(gl, gl.VERTEX_SHADER, this.vshString)
76
-
77
- /** @type {WebGLShader} */
78
- const fShader = createShader(gl, gl.FRAGMENT_SHADER, this.fshString)
79
-
80
- /** @type {WebGLProgram} */
81
- const program = initShaderProgram(gl, vShader, fShader)
82
- gl.useProgram(program)
83
-
84
- //set uniforms
85
-
86
- //sizePix
87
- gl.uniform1f(gl.getUniformLocation(program, 'sizePix'), 1.0 * sizePix)
88
-
89
- //colors
90
- for (let i = 0; i < this.colors.length; i++) {
91
- const c = color(this.colors[i])
92
- gl.uniform4fv(gl.getUniformLocation(program, 'c' + i), [
93
- +c.r / 255.0,
94
- +c.g / 255.0,
95
- +c.b / 255.0,
96
- +c.opacity,
97
- ])
98
- }
99
-
100
- //vertice data
101
- gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
102
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
103
- const position = gl.getAttribLocation(program, 'pos')
104
- gl.vertexAttribPointer(
105
- position,
106
- 2, //numComponents
107
- gl.FLOAT, //type
108
- false, //normalise
109
- 0, //stride
110
- 0 //offset
111
- )
112
- gl.enableVertexAttribArray(position)
113
-
114
- //i data
115
- gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
116
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(iBuffer), gl.STATIC_DRAW)
117
- const i = gl.getAttribLocation(program, 'i')
118
- gl.vertexAttribPointer(i, 1, gl.FLOAT, false, 0, 0)
119
- gl.enableVertexAttribArray(i)
120
-
121
- //transformation
122
- gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
123
-
124
- // Enable the depth test
125
- //gl.enable(gl.DEPTH_TEST);
126
- // Clear the color buffer bit
127
- gl.clear(gl.COLOR_BUFFER_BIT)
128
- // Set the view port
129
- //gl.viewport(0, 0, cg.w, cg.h);
130
-
131
- gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
132
- }
133
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils.js'
5
+ import { color } from 'd3-color'
6
+
7
+ /**
8
+ * Everything to easily draw colored squares with webGL.
9
+ * All the same size, but different fill color.
10
+ * Color based on categories.
11
+ */
12
+ export class WebGLSquareColoringCatAdvanced {
13
+ /**
14
+ * @param {Array.<string>} colors
15
+ */
16
+ constructor(colors) {
17
+ /**
18
+ * @type {Array.<string>} */
19
+ this.colors = colors
20
+
21
+ /** Vector shader program
22
+ * @type {string} */
23
+ this.vshString = `
24
+ attribute vec2 pos;
25
+ uniform float sizePix;
26
+ uniform mat3 mat;
27
+
28
+ attribute float i;
29
+ varying float vi;
30
+
31
+ void main() {
32
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
33
+ gl_PointSize = sizePix;
34
+ vi = i;
35
+ }
36
+ `
37
+
38
+ //prepare fragment shader code
39
+ //declare the uniform and other variables
40
+ const out = []
41
+ out.push('precision mediump float;\nvarying float vi;\n')
42
+ //add color uniforms
43
+ out.push('uniform vec4')
44
+ for (let i = 0; i < colors.length; i++) {
45
+ if (i > 0) out.push(',')
46
+ out.push(' c' + i)
47
+ }
48
+ out.push(';\n')
49
+ //start the main function
50
+ out.push('void main(void) {\n')
51
+ //choose color i
52
+ for (let i = 0; i < colors.length; i++) {
53
+ if (i > 0) out.push('else ')
54
+ out.push('if(vi==')
55
+ out.push(i)
56
+ out.push('.0) gl_FragColor = vec4(c')
57
+ out.push(i)
58
+ out.push('[0], c')
59
+ out.push(i)
60
+ out.push('[1], c')
61
+ out.push(i)
62
+ out.push('[2], c')
63
+ out.push(i)
64
+ out.push('[3]);\n')
65
+ }
66
+ out.push('else gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}')
67
+ /** Fragment shader program
68
+ * @type {string} */
69
+ this.fshString = out.join('')
70
+ }
71
+
72
+ /** */
73
+ draw(gl, verticesBuffer, iBuffer, transfoMat, sizePix = 10) {
74
+ /** @type {WebGLShader} */
75
+ const vShader = createShader(gl, gl.VERTEX_SHADER, this.vshString)
76
+
77
+ /** @type {WebGLShader} */
78
+ const fShader = createShader(gl, gl.FRAGMENT_SHADER, this.fshString)
79
+
80
+ /** @type {WebGLProgram} */
81
+ const program = initShaderProgram(gl, vShader, fShader)
82
+ gl.useProgram(program)
83
+
84
+ //set uniforms
85
+
86
+ //sizePix
87
+ gl.uniform1f(gl.getUniformLocation(program, 'sizePix'), 1.0 * sizePix)
88
+
89
+ //colors
90
+ for (let i = 0; i < this.colors.length; i++) {
91
+ const c = color(this.colors[i])
92
+ gl.uniform4fv(gl.getUniformLocation(program, 'c' + i), [
93
+ +c.r / 255.0,
94
+ +c.g / 255.0,
95
+ +c.b / 255.0,
96
+ +c.opacity,
97
+ ])
98
+ }
99
+
100
+ //vertice data
101
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
102
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
103
+ const position = gl.getAttribLocation(program, 'pos')
104
+ gl.vertexAttribPointer(
105
+ position,
106
+ 2, //numComponents
107
+ gl.FLOAT, //type
108
+ false, //normalise
109
+ 0, //stride
110
+ 0 //offset
111
+ )
112
+ gl.enableVertexAttribArray(position)
113
+
114
+ //i data
115
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
116
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(iBuffer), gl.STATIC_DRAW)
117
+ const i = gl.getAttribLocation(program, 'i')
118
+ gl.vertexAttribPointer(i, 1, gl.FLOAT, false, 0, 0)
119
+ gl.enableVertexAttribArray(i)
120
+
121
+ //transformation
122
+ gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
123
+
124
+ // Enable the depth test
125
+ //gl.enable(gl.DEPTH_TEST);
126
+ // Clear the color buffer bit
127
+ gl.clear(gl.COLOR_BUFFER_BIT)
128
+ // Set the view port
129
+ //gl.viewport(0, 0, cg.w, cg.h);
130
+
131
+ gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
132
+ }
133
+ }
@@ -1,153 +1,153 @@
1
- //@ts-check
2
- 'use strict'
3
-
4
- import { initShaderProgram, createShader } from './webGLUtils.js'
5
- import { color } from 'd3-color'
6
-
7
- /**
8
- * Everything to easily draw colored squares with webGL.
9
- * All the same size, but different fill color.
10
- * The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
11
- */
12
- export class WebGLSquareColoringKS {
13
- //see:
14
- //https://webglfundamentals.org/
15
- //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
16
- //https://thebookofshaders.com/glossary/?search=mix
17
- //https://thebookofshaders.com/06/
18
- //https://thebookofshaders.com/glossary/
19
-
20
- /**
21
- *
22
- * @param {*} gl
23
- * @param {Array.<String>} colors
24
- * @param {{fun:string,alpha:number}} stretching
25
- * @param {number} sizePix
26
- */
27
- constructor(gl, colors, stretching, sizePix = 10) {
28
- /** @type {WebGLRenderingContext} */
29
- this.gl = gl
30
-
31
- /** @type {WebGLShader} */
32
- const vShader = createShader(
33
- gl,
34
- gl.VERTEX_SHADER,
35
- `
36
- attribute vec2 pos;
37
- uniform float sizePix;
38
- uniform vec3 data[2];
39
- uniform mat3 mat;
40
-
41
- varying float vt;
42
-
43
- void main() {
44
-
45
- //one vertex for each screen pixels
46
- //list of data as uniform
47
- //compute smoothed t here from uniforms
48
-
49
- //compute cell screen position
50
- gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
51
-
52
- //set pixel size - same for all
53
- gl_PointSize = sizePix;
54
-
55
- //pass the pixel value to the fragment as varying
56
- vt = data[2];
57
- }
58
- `
59
- )
60
-
61
- //prepare fragment shader code
62
- //declare the uniform and other variables
63
- let fshString = `
64
- precision mediump float;
65
- varying float vt;
66
- uniform float alpha;
67
- uniform vec4 c0;
68
- uniform vec4 c1;
69
- uniform vec4 c2;
70
- uniform vec4 c3;
71
- uniform vec4 c4;
72
- void main(void) {
73
- if(vt == 0.0) return;
74
- float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);
75
- vec4 cI;
76
- vec4 cF;
77
- if(t<1.0/4.0) { cI=c0; cF=c1; t=t*4.0; }
78
- else if(t<2.0/4.0) { cI=c1; cF=c2; t=4.0*t-1.0; }
79
- else if(t<3.0/4.0) { cI=c2; cF=c3; t=4.0*t-2.0; }
80
- else { cI=c3; cF=c4; t=4.0*t-3.0; }
81
- gl_FragColor = mix(cI, cF, t);
82
- }`
83
-
84
- /** @type {WebGLShader} */
85
- const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
86
-
87
- /** @type {WebGLProgram} */
88
- this.program = initShaderProgram(gl, vShader, fShader)
89
- gl.useProgram(this.program)
90
-
91
- //set uniforms
92
-
93
- //sizePix
94
- gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
95
-
96
- //stretching alpha factor
97
- gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
98
-
99
- //colors
100
- for (let i = 0; i < colors.length; i++) {
101
- const c = color(colors[i])
102
- gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
103
- +c.r / 255.0,
104
- +c.g / 255.0,
105
- +c.b / 255.0,
106
- +c.opacity,
107
- ])
108
- }
109
- }
110
-
111
- /** */
112
- draw(verticesBuffer, data, transfoMat) {
113
- const gl = this.gl
114
- const program = this.program
115
-
116
- //vertice data
117
- gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
118
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
119
- const position = gl.getAttribLocation(program, 'pos')
120
- gl.vertexAttribPointer(
121
- position,
122
- 2, //numComponents
123
- gl.FLOAT, //type
124
- false, //normalise
125
- 0, //stride
126
- 0 //offset
127
- )
128
- gl.enableVertexAttribArray(position)
129
-
130
- //t data
131
- /*gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
132
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW);
133
- const t = gl.getAttribLocation(program, "t");
134
- gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0);
135
- gl.enableVertexAttribArray(t);*/
136
-
137
- //data
138
- //gl.uniformMatrix3fv(gl.getUniformLocation(program, "mat"), false, new Float32Array(transfoMat));
139
- gl.uniform3fv(gl.getUniformLocation(program, 'data'), 2, new Float32Array(data))
140
-
141
- //transformation
142
- gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
143
-
144
- // Enable the depth test
145
- //gl.enable(gl.DEPTH_TEST);
146
- // Clear the color buffer bit
147
- gl.clear(gl.COLOR_BUFFER_BIT)
148
- // Set the view port
149
- //gl.viewport(0, 0, cg.w, cg.h);
150
-
151
- gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
152
- }
153
- }
1
+ //@ts-check
2
+ 'use strict'
3
+
4
+ import { initShaderProgram, createShader } from './webGLUtils.js'
5
+ import { color } from 'd3-color'
6
+
7
+ /**
8
+ * Everything to easily draw colored squares with webGL.
9
+ * All the same size, but different fill color.
10
+ * The color interpolation is computed in the fragment shader program, by the GPU, thus it is less flexible but faster.
11
+ */
12
+ export class WebGLSquareColoringKS {
13
+ //see:
14
+ //https://webglfundamentals.org/
15
+ //https://webglfundamentals.org/webgl/lessons/fr/webgl-shaders-and-glsl.html#les-uniforms-dans-les-shaders-de-vertex
16
+ //https://thebookofshaders.com/glossary/?search=mix
17
+ //https://thebookofshaders.com/06/
18
+ //https://thebookofshaders.com/glossary/
19
+
20
+ /**
21
+ *
22
+ * @param {*} gl
23
+ * @param {Array.<String>} colors
24
+ * @param {{fun:string,alpha:number}} stretching
25
+ * @param {number} sizePix
26
+ */
27
+ constructor(gl, colors, stretching, sizePix = 10) {
28
+ /** @type {WebGLRenderingContext} */
29
+ this.gl = gl
30
+
31
+ /** @type {WebGLShader} */
32
+ const vShader = createShader(
33
+ gl,
34
+ gl.VERTEX_SHADER,
35
+ `
36
+ attribute vec2 pos;
37
+ uniform float sizePix;
38
+ uniform vec3 data[2];
39
+ uniform mat3 mat;
40
+
41
+ varying float vt;
42
+
43
+ void main() {
44
+
45
+ //one vertex for each screen pixels
46
+ //list of data as uniform
47
+ //compute smoothed t here from uniforms
48
+
49
+ //compute cell screen position
50
+ gl_Position = vec4(mat * vec3(pos, 1.0), 1.0);
51
+
52
+ //set pixel size - same for all
53
+ gl_PointSize = sizePix;
54
+
55
+ //pass the pixel value to the fragment as varying
56
+ vt = data[2];
57
+ }
58
+ `
59
+ )
60
+
61
+ //prepare fragment shader code
62
+ //declare the uniform and other variables
63
+ let fshString = `
64
+ precision mediump float;
65
+ varying float vt;
66
+ uniform float alpha;
67
+ uniform vec4 c0;
68
+ uniform vec4 c1;
69
+ uniform vec4 c2;
70
+ uniform vec4 c3;
71
+ uniform vec4 c4;
72
+ void main(void) {
73
+ if(vt == 0.0) return;
74
+ float t = 1.0 - (1.0 / alpha) * log(exp(alpha) * (1.0 - vt) + vt);
75
+ vec4 cI;
76
+ vec4 cF;
77
+ if(t<1.0/4.0) { cI=c0; cF=c1; t=t*4.0; }
78
+ else if(t<2.0/4.0) { cI=c1; cF=c2; t=4.0*t-1.0; }
79
+ else if(t<3.0/4.0) { cI=c2; cF=c3; t=4.0*t-2.0; }
80
+ else { cI=c3; cF=c4; t=4.0*t-3.0; }
81
+ gl_FragColor = mix(cI, cF, t);
82
+ }`
83
+
84
+ /** @type {WebGLShader} */
85
+ const fShader = createShader(gl, gl.FRAGMENT_SHADER, fshString)
86
+
87
+ /** @type {WebGLProgram} */
88
+ this.program = initShaderProgram(gl, vShader, fShader)
89
+ gl.useProgram(this.program)
90
+
91
+ //set uniforms
92
+
93
+ //sizePix
94
+ gl.uniform1f(gl.getUniformLocation(this.program, 'sizePix'), 1.0 * sizePix)
95
+
96
+ //stretching alpha factor
97
+ gl.uniform1f(gl.getUniformLocation(this.program, 'alpha'), stretching ? 1.0 * stretching.alpha : 0.0)
98
+
99
+ //colors
100
+ for (let i = 0; i < colors.length; i++) {
101
+ const c = color(colors[i])
102
+ gl.uniform4fv(gl.getUniformLocation(this.program, 'c' + i), [
103
+ +c.r / 255.0,
104
+ +c.g / 255.0,
105
+ +c.b / 255.0,
106
+ +c.opacity,
107
+ ])
108
+ }
109
+ }
110
+
111
+ /** */
112
+ draw(verticesBuffer, data, transfoMat) {
113
+ const gl = this.gl
114
+ const program = this.program
115
+
116
+ //vertice data
117
+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
118
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesBuffer), gl.STATIC_DRAW)
119
+ const position = gl.getAttribLocation(program, 'pos')
120
+ gl.vertexAttribPointer(
121
+ position,
122
+ 2, //numComponents
123
+ gl.FLOAT, //type
124
+ false, //normalise
125
+ 0, //stride
126
+ 0 //offset
127
+ )
128
+ gl.enableVertexAttribArray(position)
129
+
130
+ //t data
131
+ /*gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
132
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tBuffer), gl.STATIC_DRAW);
133
+ const t = gl.getAttribLocation(program, "t");
134
+ gl.vertexAttribPointer(t, 1, gl.FLOAT, false, 0, 0);
135
+ gl.enableVertexAttribArray(t);*/
136
+
137
+ //data
138
+ //gl.uniformMatrix3fv(gl.getUniformLocation(program, "mat"), false, new Float32Array(transfoMat));
139
+ gl.uniform3fv(gl.getUniformLocation(program, 'data'), 2, new Float32Array(data))
140
+
141
+ //transformation
142
+ gl.uniformMatrix3fv(gl.getUniformLocation(program, 'mat'), false, new Float32Array(transfoMat))
143
+
144
+ // Enable the depth test
145
+ //gl.enable(gl.DEPTH_TEST);
146
+ // Clear the color buffer bit
147
+ gl.clear(gl.COLOR_BUFFER_BIT)
148
+ // Set the view port
149
+ //gl.viewport(0, 0, cg.w, cg.h);
150
+
151
+ gl.drawArrays(gl.POINTS, 0, verticesBuffer.length / 2)
152
+ }
153
+ }