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synced 2023-08-10 21:13:21 +03:00
fmt: remove space in front of ? and ! (#14366)
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@ -348,19 +348,19 @@ fn animate(mut state State, time f64) {
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fn main() {
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canvas, gl := get_webgl()
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vertex_buffer := gl.createBuffer() ?
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vertex_buffer := gl.createBuffer()?
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gl.bindBuffer(dom.gl_array_buffer(), vertex_buffer)
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gl.bufferData(dom.gl_array_buffer(), float32_array(vertices), dom.gl_static_draw())
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color_buffer := gl.createBuffer() ?
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color_buffer := gl.createBuffer()?
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gl.bindBuffer(dom.gl_array_buffer(), color_buffer)
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gl.bufferData(dom.gl_array_buffer(), float32_array(colors), dom.gl_static_draw())
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index_buffer := gl.createBuffer() ?
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index_buffer := gl.createBuffer()?
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gl.bindBuffer(dom.gl_element_array_buffer(), index_buffer)
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gl.bufferData(dom.gl_element_array_buffer(), uint16_array(indices), dom.gl_static_draw())
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vert_shader := gl.createShader(dom.gl_vertex_shader()) ?
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vert_shader := gl.createShader(dom.gl_vertex_shader())?
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gl.shaderSource(vert_shader, vert_code.str)
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gl.compileShader(vert_shader)
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@ -368,14 +368,14 @@ fn main() {
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panic('An error occurred when compiling vertex shader: ${string(gl.getShaderInfoLog(vert_shader))}')
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}
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frag_shader := gl.createShader(dom.gl_fragment_shader()) ?
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frag_shader := gl.createShader(dom.gl_fragment_shader())?
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gl.shaderSource(frag_shader, frag_code.str)
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gl.compileShader(frag_shader)
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if !bool(JS.Boolean(gl.getShaderParameter(frag_shader, dom.gl_compile_status()))) {
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panic('An error occurred when compiling fragment shader: ${string(gl.getShaderInfoLog(frag_shader))}')
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}
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shader_program := gl.createProgram() ?
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shader_program := gl.createProgram()?
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gl.attachShader(shader_program, vert_shader)
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gl.attachShader(shader_program, frag_shader)
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gl.linkProgram(shader_program)
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@ -384,9 +384,9 @@ fn main() {
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panic('unable to initialize the shader program: ${string(gl.getProgramInfoLog(shader_program))}')
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}
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pmatrix := gl.getUniformLocation(shader_program, 'Pmatrix'.str) ?
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vmatrix := gl.getUniformLocation(shader_program, 'Vmatrix'.str) ?
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mmatrix := gl.getUniformLocation(shader_program, 'Mmatrix'.str) ?
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pmatrix := gl.getUniformLocation(shader_program, 'Pmatrix'.str)?
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vmatrix := gl.getUniformLocation(shader_program, 'Vmatrix'.str)?
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mmatrix := gl.getUniformLocation(shader_program, 'Mmatrix'.str)?
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gl.bindBuffer(dom.gl_array_buffer(), vertex_buffer)
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position := gl.getAttribLocation(shader_program, 'position'.str)
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