b0VIM 8.0+OjZ~o?jangus17Anguss-MacBook-Pro.local~angus17/Dropbox/MAMP_htdocs/ccl_UCSC/courses/cmpm163/code/week3/cubeMap.htmltAndAddTexture.htmlutf-8 3210#"! Utpk6FPUadLk  }idcXOGF)( l F E % $   V 0 - $ #    q p / + )    b ` @ " !  ] \ }|@?$#L?<)(q $cb\>i)&~76 var em_fs = document.getElementById( 'environmentMapFS' ).textContent; var em_vs = document.getElementById( 'environmentMapVS' ).textContent; var sb_fs = document.getElementById( 'skyboxFS' ).textContent; var sb_vs = document.getElementById( //gl_ //g //gl_FragColor = vec4(mix(color, envColor.xyz, vec3(clamp( vReflectionFacto //gl_FragColor = vec4(mix(color, envC / //gl_FragColor = vec4(mix(color, envColor.xyz, vec3(clamp( vRe //gl_FragColor = vec4(mix(color, envColor.xyz / //gl_FragColor = vec4(mix(color, envColor.xyz, vec3(cl //g / //gl //gl_FragColor = vec4(mix(color, envColor.xyz, vec3(clamp( vReflectionFactor, 0.0, 1.0 ))), //gl_FragColor = vec4(mix(co //gl //gl_FragColor = vec4(mix(color, envColor //gl_FragColor = vec4 //gl_FragColor = vec4(mix(color, envColor.xyz, vec3(clamp( vReflectionFactor, 0.0, 1.0 ))), 1 // vec4 envColor = textureCube( envMap, vec3( -reflection.x, reflection.yz ) ); vec3 reflection = reflec vec4 envColor = texture vec4 envColor = textureC vec4 envColor = textu vec4 envColor = textureCub vec4 envC vec4 envColor vec4 envColor vec4 en vec4 envColor = textureCube( envMap, vec3( -reflection.x, reflection.yz ) ); vec3 reflection = reflect( vI, vWorldNormal ); void main() { varying vec3 vI, vWorldNormal; uniform samplerCube envMap; precision mediump float; } gl_Position = projectionMatrix * mvPosition; vI = worldPosition.xyz - cameraPosition; vWorldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal ); vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); vec4 mvPosition = viewMatrix * modelMatrix * vec4( position, 1.0 ); void main() { varying vec3 vWorldNormal; varying vec3 vI; attribute vec3 normal; attribute vec3 position; uniform vec3 cameraPosition; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; } gl_FragColor = textureCube( tCube, vec3( vWorldPosition ) ); void main() { varying vec3 vWorldPosition; uniform samplerCube tCube; precision mediump float; } gl_Position = projectionMatrix * p; vec4 p = viewMatrix * modelMatrix * vec4(position, 1.0); vWorldPosition = worldPosition.xyz; vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); void main() { varying vec3 vWorldPosition; attribute vec3 position; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix;
} color: #ffffff; width: 100%; top: 0px; position: absolute; #info { } overflow:hidden; margin:0; padding:0; background:#777; body {