VimUnDo9>}iI2]"WTPIq9V+p _EVDE get: get,5_VV function get(gl, id) {0 var shaderScript = document.getElementById(id); if (!shaderScript) { return null; }$ var src = shaderScript.textContent;9 return compile(gl, shaderTypes[shaderScript.type], src);}5_VV5_ VV<* "x-shader/x-fragment": "FRAGMENT_SHADER",5_ VV<% "x-shader/x-vertex": "VERTEX_SHADER"5_ VV< "FRAGMENT_SHADER", "VERTEX_SHADER"5_ VV;var shaderTypes = {# "FRAGMENT_SHADER", "VERTEX_SHADER"5_  VV:6var shaderTypes = { "FRAGMENT_SHADER", "VERTEX_SHADER"};5_  VV99var shaderTypes = { "FRAGMENT_SHADER", "VERTEX_SHADER" };95_VV&9 if (!type) {5_VV79 if (shaderTypes.indexOf(type) {5_'VVF9var shaderTypes = [ "FRAGMENT_SHADER", "VERTEX_SHADER" ];5_VVH775_VVYt9 "use strict";9var shaderTypes = [ "FRAGMENT_SHADER", "VERTEX_SHADER" ];!function compile(gl, type, src) {( if (shaderTypes.indexOf(type) === -1) {0 console.error("Invalid shader type: " + type); return null; }( var shader = gl.createShader(gl[type]); gl.shaderSource(shader, src); gl.compileShader(shader);9 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {- console.error(gl.getShaderInfoLog(shader)); return null; } return shader;}=function link(gl, shaders, vertexAttribArrays, uniformVars) {" var program = gl.createProgram();+ for (var i = 0; i < shaders.length; i++) {' gl.attachShader(program, shaders[i]); } gl.linkProgram(program);8 if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {0 console.error("Could not initialise shaders"); return null; } gl.useProgram(program);9 bindVertexAttribArrays(gl, program, vertexAttribArrays);+ bindUniformVars(gl, program, uniformVars); return program;}Hfunction bindVertexAttribArrays(gl, shaderProgram, vertexAttribArrays) {8 Object.keys(vertexAttribArrays).forEach(function(key) {T shaderProgram[key] = gl.getAttribLocation(shaderProgram, vertexAttribArrays[key]);1 gl.enableVertexAttribArray(shaderProgram[key]); });}:function bindUniformVars(gl, shaderProgram, uniformVars) {1 Object.keys(uniformVars).forEach(function(key) {N shaderProgram[key] = gl.getUniformLocation(shaderProgram, uniformVars[key]); });}module.exports = { compile: compile, link: link};5_VV.9 "use strict";9var shaderTypes = [ "FRAGMENT_SHADER", "VERTEX_SHADER" ];!function compile(gl, type, src) {( if (shaderTypes.indexOf(type) === -1) {0 console.error("Invalid shader type: " + type); return null; }( var shader = gl.createShader(gl[type]); gl.shaderSource(shader, src); gl.compileShader(shader);9 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {- console.error(gl.getShaderInfoLog(shader)); return null; } return shader;}=function link(gl, shaders, vertexAttribArrays, uniformVars) {" var program = gl.createProgram();+ for (var i = 0; i < shaders.length; i++) {' gl.attachShader(program, shaders[i]); } gl.linkProgram(program);8 if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {0 console.error("Could not initialise shaders"); return null; } gl.useProgram(program);9 bindVertexAttribArrays(gl, program, vertexAttribArrays);+ bindUniformVars(gl, program, uniformVars); return program;}Hfunction bindVertexAttribArrays(gl, shaderProgram, vertexAttribArrays) {8 Object.keys(vertexAttribArrays).forEach(function(key) {T shaderProgram[key] = gl.getAttribLocation(shaderProgram, vertexAttribArrays[key]);1 gl.enableVertexAttribArray(shaderProgram[key]); });}:function bindUniformVars(gl, shaderProgram, uniformVars) {1 Object.keys(uniformVars).forEach(function(key) {N shaderProgram[key] = gl.getUniformLocation(shaderProgram, uniformVars[key]); });}module.exports = { compile: compile, link: link};5_ VV.b ":  "95_!VV3  ! console.log("use program");5_V995_V::5_V:+console.log(gl.getProgramInfoLog(program));:5_V:, console.log(gl.getProgramInfoLog(program));:5_V 0 console.error("Could not initialise shaders");5_V+o9 "use strict";9var shaderTypes = [ "FRAGMENT_SHADER", "VERTEX_SHADER" ];!function compile(gl, type, src) {( if (shaderTypes.indexOf(type) === -1) {0 console.error("Invalid shader type: " + type); return null; }( var shader = gl.createShader(gl[type]); gl.shaderSource(shader, src); gl.compileShader(shader);9 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {- console.error(gl.getShaderInfoLog(shader)); return null; } return shader;}=function link(gl, shaders, vertexAttribArrays, uniformVars) {" var program = gl.createProgram();+ for (var i = 0; i < shaders.length; i++) {' gl.attachShader(program, shaders[i]); } gl.linkProgram(program);8 if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {- console.log(gl.getProgramInfoLog(program)); return null; } gl.useProgram(program);9 bindVertexAttribArrays(gl, program, vertexAttribArrays);+ bindUniformVars(gl, program, uniformVars); return program;}Hfunction bindVertexAttribArrays(gl, shaderProgram, vertexAttribArrays) {8 Object.keys(vertexAttribArrays).forEach(function(key) {T shaderProgram[key] = gl.getAttribLocation(shaderProgram, vertexAttribArrays[key]);1 gl.enableVertexAttribArray(shaderProgram[key]); });}:function bindUniformVars(gl, shaderProgram, uniformVars) {1 Object.keys(uniformVars).forEach(function(key) {N shaderProgram[key] = gl.getUniformLocation(shaderProgram, uniformVars[key]); });}module.exports = { compile: compile, link: link};5_V:- console.log(gl.getProgramInfoLog(program));5_VV9 "use strict";function Renderer() {}"use strict";5_  VV997var shaderTypes = ["FRAGMENT_SHADER", "VERTEX_SHADER"];5_VV<) x-shader/x-fragment": "FRAGMENT_SHADER",5_VV<( -shader/x-fragment": "FRAGMENT_SHADER",5_VV<' shader/x-fragment": "FRAGMENT_SHADER",5_VV<! /x-fragment": "FRAGMENT_SHADER",5