gridviz 2.1.13 → 2.1.15

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 (62) hide show
  1. package/README.md +124 -125
  2. package/dist/gridviz.js +8900 -8368
  3. package/dist/gridviz.min.js +1 -1
  4. package/package.json +77 -77
  5. package/src/App.js +760 -758
  6. package/src/BackgroundLayer.js +182 -182
  7. package/src/BackgroundLayerWMS.js +131 -131
  8. package/src/Dataset.js +76 -76
  9. package/src/DatasetComponent.js +113 -113
  10. package/src/GeoCanvas.js +420 -420
  11. package/src/LabelLayer.js +190 -190
  12. package/src/Layer.js +103 -103
  13. package/src/Legend.js +86 -86
  14. package/src/LineLayer.js +150 -150
  15. package/src/Style.js +131 -129
  16. package/src/Tooltip.js +182 -180
  17. package/src/button/Button.js +66 -54
  18. package/src/button/FullscreenButton.js +120 -98
  19. package/src/button/ZoomButtons.js +95 -72
  20. package/src/dataset/COGeo.js +24 -24
  21. package/src/dataset/CSVGrid.js +104 -104
  22. package/src/dataset/GeoTIFF.js +127 -127
  23. package/src/dataset/GridTile.js +41 -41
  24. package/src/dataset/LGrid.js +54 -54
  25. package/src/dataset/TiledGrid.js +264 -264
  26. package/src/index.js +73 -71
  27. package/src/legend/ColorCategoryLegend.js +124 -124
  28. package/src/legend/ColorDiscreteLegend.js +103 -103
  29. package/src/legend/ColorLegend.js +128 -128
  30. package/src/legend/SegmentOrientationLegend.js +87 -87
  31. package/src/legend/SegmentWidthLegend.js +101 -101
  32. package/src/legend/SizeLegend.js +141 -141
  33. package/src/style/CompositionStyle.js +300 -300
  34. package/src/style/CompositionStyle_.js +293 -0
  35. package/src/style/ContourStyle.js +54 -54
  36. package/src/style/DotDensityStyle.js +156 -156
  37. package/src/style/IsoFenceStyle.js +262 -262
  38. package/src/style/JoyPlotStyle.js +135 -135
  39. package/src/style/LegoStyle.js +112 -112
  40. package/src/style/MosaicStyle.js +107 -107
  41. package/src/style/NinjaStarStyle.js +125 -125
  42. package/src/style/PillarStyle.js +230 -230
  43. package/src/style/SegmentStyle.js +142 -142
  44. package/src/style/ShapeColorSizeStyle.js +152 -152
  45. package/src/style/ShapeColorSizeStyle_.js +108 -0
  46. package/src/style/SideCatStyle.js +172 -172
  47. package/src/style/SideStyle.js +216 -216
  48. package/src/style/SquareColorCatWGLStyle.js +120 -120
  49. package/src/style/SquareColorWGLStyle.js +146 -146
  50. package/src/style/StrokeStyle.js +131 -131
  51. package/src/style/TanakaStyle.js +160 -160
  52. package/src/style/TextStyle.js +132 -132
  53. package/src/style/TimeSeriesStyle.js +259 -259
  54. package/src/utils/Utils.js +35 -35
  55. package/src/utils/WebGLRectangleColoring.js +106 -106
  56. package/src/utils/WebGLSquareColoring.js +118 -118
  57. package/src/utils/WebGLSquareColoringAdvanced.js +230 -230
  58. package/src/utils/WebGLSquareColoringCatAdvanced.js +133 -133
  59. package/src/utils/WebGLSquareColoringKS.js +153 -153
  60. package/src/utils/stretching.js +154 -131
  61. package/src/utils/webGLUtils.js +71 -71
  62. 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
+ }