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@thi.ng/webgl

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WebGL & GLSL abstraction layer

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import { DrawMode } from "../api/model.js"; const defCubeModel = (opts) => { opts = { size: 1, normal: true, uv: true, ...opts }; const s = opts.size; const spec = { attribs: { position: { data: new Float32Array([s, s, -s, s, s, s, s, -s, s, s, -s, -s, -s, s, s, -s, s, -s, -s, -s, -s, -s, -s, s, -s, s, s, s, s, s, s, s, -s, -s, s, -s, -s, -s, -s, s, -s, -s, s, -s, s, -s, -s, s, s, s, s, -s, s, s, -s, -s, s, s, -s, s, -s, s, -s, s, s, -s, s, -s, -s, -s, -s, -s]) } }, indices: { data: new Uint16Array([0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23]) }, uniforms: {}, shader: null, mode: DrawMode.TRIANGLES, num: 36 }; opts.normal && (spec.attribs.normal = { data: new Float32Array([1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1]) }); opts.uv && (spec.attribs.uv = { data: new Float32Array([1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1]), size: 2 }); return spec; }; export { defCubeModel };