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output.js.map
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r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c=\"function\"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error(\"Cannot find module '\"+i+\"'\");throw a.code=\"MODULE_NOT_FOUND\",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u=\"function\"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()","module.exports = function(strings) {\r\n if (typeof strings === 'string') strings = [strings]\r\n var exprs = [].slice.call(arguments,1)\r\n var parts = []\r\n for (var i = 0; i < strings.length-1; i++) {\r\n parts.push(strings[i], exprs[i] || '')\r\n }\r\n parts.push(strings[i])\r\n return parts.join('')\r\n}\r\n","const canvasSketch = require('canvas-sketch');\nconst createShader = require('canvas-sketch-util/shader');\nconst glsl = require('glslify');\n\n// Setup our sketch\nconst settings = {\n context: 'webgl',\n animate: true\n};\n\n// Your glsl code\nconst frag = glsl([\"\\n precision highp float;\\n#define GLSLIFY 1\\n\\n\\n uniform float time;\\n varying vec2 vUv;\\n\\n //\\n// Description : Array and textureless GLSL 2D/3D/4D simplex\\n// noise functions.\\n// Author : Ian McEwan, Ashima Arts.\\n// Maintainer : ijm\\n// Lastmod : 20110822 (ijm)\\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\\n// Distributed under the MIT License. See LICENSE file.\\n// https://github.com/ashima/webgl-noise\\n//\\n\\nvec3 mod289_0(vec3 x) {\\n return x - floor(x * (1.0 / 289.0)) * 289.0;\\n}\\n\\nvec4 mod289_0(vec4 x) {\\n return x - floor(x * (1.0 / 289.0)) * 289.0;\\n}\\n\\nvec4 permute_0(vec4 x) {\\n return mod289_0(((x*34.0)+1.0)*x);\\n}\\n\\nvec4 taylorInvSqrt(vec4 r)\\n{\\n return 1.79284291400159 - 0.85373472095314 * r;\\n}\\n\\nfloat snoise_0(vec3 v)\\n {\\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\\n\\n// First corner\\n vec3 i = floor(v + dot(v, C.yyy) );\\n vec3 x0 = v - i + dot(i, C.xxx) ;\\n\\n// Other corners\\n vec3 g_0 = step(x0.yzx, x0.xyz);\\n vec3 l = 1.0 - g_0;\\n vec3 i1 = min( g_0.xyz, l.zxy );\\n vec3 i2 = max( g_0.xyz, l.zxy );\\n\\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\\n // x1 = x0 - i1 + 1.0 * C.xxx;\\n // x2 = x0 - i2 + 2.0 * C.xxx;\\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\\n vec3 x1 = x0 - i1 + C.xxx;\\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\\n\\n// Permutations\\n i = mod289_0(i);\\n vec4 p = permute_0( permute_0( permute_0(\\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\\n\\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\\n float n_ = 0.142857142857; // 1.0/7.0\\n vec3 ns = n_ * D.wyz - D.xzx;\\n\\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\\n\\n vec4 x_ = floor(j * ns.z);\\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\\n\\n vec4 x = x_ *ns.x + ns.yyyy;\\n vec4 y = y_ *ns.x + ns.yyyy;\\n vec4 h = 1.0 - abs(x) - abs(y);\\n\\n vec4 b0 = vec4( x.xy, y.xy );\\n vec4 b1 = vec4( x.zw, y.zw );\\n\\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\\n vec4 s0 = floor(b0)*2.0 + 1.0;\\n vec4 s1 = floor(b1)*2.0 + 1.0;\\n vec4 sh = -step(h, vec4(0.0));\\n\\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\\n\\n vec3 p0 = vec3(a0.xy,h.x);\\n vec3 p1 = vec3(a0.zw,h.y);\\n vec3 p2 = vec3(a1.xy,h.z);\\n vec3 p3 = vec3(a1.zw,h.w);\\n\\n//Normalise gradients\\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\\n p0 *= norm.x;\\n p1 *= norm.y;\\n p2 *= norm.z;\\n p3 *= norm.w;\\n\\n// Mix final noise value\\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\\n m = m * m;\\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\\n dot(p2,x2), dot(p3,x3) ) );\\n }\\n\\n //\\n// Description : Array and textureless GLSL 2D simplex noise function.\\n// Author : Ian McEwan, Ashima Arts.\\n// Maintainer : ijm\\n// Lastmod : 20110822 (ijm)\\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\\n// Distributed under the MIT License. See LICENSE file.\\n// https://github.com/ashima/webgl-noise\\n//\\n\\nvec3 mod289_1(vec3 x) {\\n return x - floor(x * (1.0 / 289.0)) * 289.0;\\n}\\n\\nvec2 mod289_1(vec2 x) {\\n return x - floor(x * (1.0 / 289.0)) * 289.0;\\n}\\n\\nvec3 permute_1(vec3 x) {\\n return mod289_1(((x*34.0)+1.0)*x);\\n}\\n\\nfloat snoise_1(vec2 v)\\n {\\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\\n -0.577350269189626, // -1.0 + 2.0 * C.x\\n 0.024390243902439); // 1.0 / 41.0\\n// First corner\\n vec2 i = floor(v + dot(v, C.yy) );\\n vec2 x0 = v - i + dot(i, C.xx);\\n\\n// Other corners\\n vec2 i1;\\n //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\\n //i1.y = 1.0 - i1.x;\\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\\n // x0 = x0 - 0.0 + 0.0 * C.xx ;\\n // x1 = x0 - i1 + 1.0 * C.xx ;\\n // x2 = x0 - 1.0 + 2.0 * C.xx ;\\n vec4 x12 = x0.xyxy + C.xxzz;\\n x12.xy -= i1;\\n\\n// Permutations\\n i = mod289_1(i); // Avoid truncation effects in permutation\\n vec3 p = permute_1( permute_1( i.y + vec3(0.0, i1.y, 1.0 ))\\n + i.x + vec3(0.0, i1.x, 1.0 ));\\n\\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\\n m = m*m ;\\n m = m*m ;\\n\\n// Gradients: 41 points uniformly over a line, mapped onto a diamond.\\n// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\\n\\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\\n vec3 h = abs(x) - 0.5;\\n vec3 ox = floor(x + 0.5);\\n vec3 a0 = x - ox;\\n\\n// Normalise gradients implicitly by scaling m\\n// Approximation of: m *= inversesqrt( a0*a0 + h*h );\\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\\n\\n// Compute final noise value at P\\n vec3 g;\\n g.x = a0.x * x0.x + h.x * x0.y;\\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\\n return 130.0 * dot(m, g);\\n}\\n\\n vec3 c1 = vec3(124.0, 245.0, 190.0) / vec3(255.0);\\n vec3 c2 = vec3(40., 151., 155.) / vec3(255.0);\\n vec3 c3 = vec3(250., 184., 104.) / vec3(255.0);\\n\\n void main () {\\n vec3 color = 0.5 + 0.5 * cos(time + vUv.xyx + vec3(0.0, 2.0, 4.0));\\n gl_FragColor = vec4(c1, 1.0);\\n }\\n\"]);\n\n// Your sketch, which simply returns the shader\nconst sketch = ({ gl }) => {\n // Create the shader and return it\n return createShader({\n // Pass along WebGL context\n gl,\n // Specify fragment and/or vertex shader strings\n frag,\n // Specify additional uniforms to pass down to the shaders\n uniforms: {\n // Expose props from canvas-sketch\n time: ({ time }) => time\n }\n });\n};\n\ncanvasSketch(sketch, settings);\n","var createRegl = require('regl');\nvar createQuad = require('primitive-quad');\nvar parseColor = require('parse-color');\nvar defined = require('defined');\n\nmodule.exports = createShader;\n\nfunction createShader (opt) {\n opt = opt || {};\n if (!opt.gl) {\n throw new Error('Must specify { context: \"webgl\" } in sketch settings, or a WebGL-enabled canvas');\n }\n\n var gl = opt.gl;\n var reglOpts = { gl: gl };\n\n // regl is strict on what options you pass in\n if (typeof opt.extensions !== 'undefined') reglOpts.extensions = opt.extensions;\n if (typeof opt.optionalExtensions !== 'undefined') reglOpts.optionalExtensions = opt.optionalExtensions;\n if (typeof opt.profile !== 'undefined') reglOpts.profile = opt.profile;\n if (typeof opt.onDone !== 'undefined') reglOpts.onDone = opt.onDone;\n\n // Create regl for handling GL stuff\n var regl = createRegl(reglOpts);\n\n // A mesh for a flat plane\n var quad = createQuad();\n\n var textureMap = new Map();\n\n // Wire up user uniforms nicely\n var uniformsMap = opt.uniforms || {};\n var uniforms = Object.assign({}, uniformsMap);\n Object.keys(uniformsMap).forEach(function (key) {\n var value = uniformsMap[key];\n if (typeof value === 'function') {\n uniforms[key] = function (state, props, batchID) {\n var result = value.call(uniformsMap, props, batchID);\n // If user is using a function to wrap an image,\n // then we need to make sure we re-upload to same GL texture\n if (isTextureLike(result)) {\n if (textureMap.has(value)) {\n // Texture is already created, re-upload\n var prevTex = textureMap.get(value);\n prevTex(result);\n\n // Return the texture\n result = prevTex;\n } else {\n // Creating the texture for the first time\n var texture = regl.texture(result);\n textureMap.set(value, texture);\n\n // Return the texture, not the image\n result = texture;\n }\n }\n return result;\n };\n } else if (isTextureLike(value)) {\n uniforms[key] = regl.texture(value);\n } else {\n uniforms[key] = value;\n }\n });\n\n // Get the drawing command\n var drawQuadCommand;\n try {\n drawQuadCommand = createDrawQuad();\n } catch (err) {\n handleError(err);\n }\n\n // Nicely get a clear color for the canvas\n var clearColor = defined(opt.clearColor, 'black');\n if (typeof clearColor === 'string') {\n var parsed = parseColor(clearColor);\n if (!parsed.rgb) {\n throw new Error('Error parsing { clearColor } color string \"' + clearColor + '\"');\n }\n clearColor = parsed.rgb.slice(0, 3).map(function (n) {\n return n / 255;\n });\n } else if (clearColor && (!Array.isArray(clearColor) || clearColor.length < 3)) {\n throw new Error('Error with { clearColor } option, must be a string or [ r, g, b ] float array');\n }\n\n var clearAlpha = defined(opt.clearAlpha, 1);\n var clear = clearColor ? clearColor.concat([ clearAlpha || 0 ]) : false;\n\n // Return a renderer object\n return {\n render: function (props) {\n // On each tick, update regl timers and sizes\n regl.poll();\n\n // Clear backbuffer with color\n if (clear) {\n regl.clear({\n color: clear,\n depth: 1,\n stencil: 0\n });\n }\n\n // Submit draw command\n drawQuad(props);\n\n // Flush pending GL calls for this frame\n gl.flush();\n },\n regl: regl,\n drawQuad: drawQuad,\n unload: function () {\n // Remove GL texture mappings\n textureMap.clear();\n // Unload the current regl instance\n // TODO: We should probably also destroy textures created from this module!\n regl.destroy();\n }\n };\n\n // A user-friendly draw command that spits out errors\n function drawQuad (props) {\n props = props || {};\n // Draw generative / shader art\n if (drawQuadCommand) {\n try {\n drawQuadCommand(props);\n } catch (err) {\n if (handleError(err)) {\n if (props == null) {\n console.warn('Warning: shader.render() is not called with any \"props\" parameter');\n }\n }\n }\n }\n }\n\n // Draw command\n function createDrawQuad () {\n return regl({\n scissor: opt.scissor ? {\n enable: true,\n box: {\n x: regl.prop('scissorX'),\n y: regl.prop('scissorY'),\n width: regl.prop('scissorWidth'),\n height: regl.prop('scissorHeight')\n }\n } : false,\n // Pass down props from javascript\n uniforms: uniforms,\n // Fall back to a simple fragment shader\n frag: opt.frag || [\n 'precision highp float;',\n '',\n 'void main () {',\n ' gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);',\n '}'\n ].join('\\n'),\n // Fall back to a simple vertex shader\n vert: opt.vert || [\n 'precision highp float;',\n 'attribute vec3 position;',\n 'varying vec2 vUv;',\n '',\n 'void main () {',\n ' gl_Position = vec4(position.xyz, 1.0);',\n ' vUv = gl_Position.xy * 0.5 + 0.5;',\n '}'\n ].join('\\n'),\n // Setup transparency blending\n blend: opt.blend !== false ? {\n enable: true,\n func: {\n srcRGB: 'src alpha',\n srcAlpha: 1,\n dstRGB: 'one minus src alpha',\n dstAlpha: 1\n }\n } : undefined,\n // Send mesh vertex attributes to shader\n attributes: {\n position: quad.positions\n },\n // The indices for the quad mesh\n elements: quad.cells\n });\n }\n\n function handleError (err) {\n if (/^\\(regl\\)/.test(err.message)) {\n // Regl already logs a message to the console :\\\n // so let's just avoid re-printing the same thing\n return true;\n } else {\n throw err;\n }\n }\n}\n\nfunction isTextureLike (data) {\n return data && !Array.isArray(data) && typeof data === 'object';\n}\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","module.exports =\n global.performance &&\n global.performance.now ? function now() {\n return performance.now()\n } : Date.now || function now() {\n return +new Date\n }\n","module.exports = isPromise;\n\nfunction isPromise(obj) {\n return !!obj && (typeof obj === 'object' || typeof obj === 'function') && typeof obj.then === 'function';\n}\n","module.exports = isNode\n\nfunction isNode (val) {\n return (!val || typeof val !== 'object')\n ? false\n : (typeof window === 'object' && typeof window.Node === 'object')\n ? (val instanceof window.Node)\n : (typeof val.nodeType === 'number') &&\n (typeof val.nodeName === 'string')\n}\n","// TODO: We can remove a huge chunk of bundle size by using a smaller\n// utility module for converting units.\nimport isDOM from 'is-dom';\n\nexport function getClientAPI () {\n return typeof window !== 'undefined' && window['canvas-sketch-cli'];\n}\n\nexport function defined () {\n for (let i = 0; i < arguments.length; i++) {\n if (arguments[i] != null) {\n return arguments[i];\n }\n }\n return undefined;\n}\n\nexport function isBrowser () {\n return typeof document !== 'undefined';\n}\n\nexport function isWebGLContext (ctx) {\n return typeof ctx.clear === 'function' && typeof ctx.clearColor === 'function' && typeof ctx.bufferData === 'function';\n}\n\nexport function isCanvas (element) {\n return isDOM(element) && /canvas/i.test(element.nodeName) && typeof element.getContext === 'function';\n}\n","/*!\n * repeat-string <https://github.com/jonschlinkert/repeat-string>\n *\n * Copyright (c) 2014-2015, Jon Schlinkert.\n * Licensed under the MIT License.\n */\n\n'use strict';\n\n/**\n * Results cache\n */\n\nvar res = '';\nvar cache;\n\n/**\n * Expose `repeat`\n */\n\nmodule.exports = repeat;\n\n/**\n * Repeat the given `string` the specified `number`\n * of times.\n *\n * **Example:**\n *\n * ```js\n * var repeat = require('repeat-string');\n * repeat('A', 5);\n * //=> AAAAA\n * ```\n *\n * @param {String} `string` The string to repeat\n * @param {Number} `number` The number of times to repeat the string\n * @return {String} Repeated string\n * @api public\n */\n\nfunction repeat(str, num) {\n if (typeof str !== 'string') {\n throw new TypeError('expected a string');\n }\n\n // cover common, quick use cases\n if (num === 1) return str;\n if (num === 2) return str + str;\n\n var max = str.length * num;\n if (cache !== str || typeof cache === 'undefined') {\n cache = str;\n res = '';\n } else if (res.length >= max) {\n return res.substr(0, max);\n }\n\n while (max > res.length && num > 1) {\n if (num & 1) {\n res += str;\n }\n\n num >>= 1;\n str += str;\n }\n\n res += str;\n res = res.substr(0, max);\n return res;\n}\n","exports = module.exports = typeof Object.keys === 'function'\n ? Object.keys : shim;\n\nexports.shim = shim;\nfunction shim (obj) {\n var keys = [];\n for (var key in obj) keys.push(key);\n return keys;\n}\n","var supportsArgumentsClass = (function(){\n return Object.prototype.toString.call(arguments)\n})() == '[object Arguments]';\n\nexports = module.exports = supportsArgumentsClass ? supported : unsupported;\n\nexports.supported = supported;\nfunction supported(object) {\n return Object.prototype.toString.call(object) == '[object Arguments]';\n};\n\nexports.unsupported = unsupported;\nfunction unsupported(object){\n return object &&\n typeof object == 'object' &&\n typeof object.length == 'number' &&\n Object.prototype.hasOwnProperty.call(object, 'callee') &&\n !Object.prototype.propertyIsEnumerable.call(object, 'callee') ||\n false;\n};\n","var pSlice = Array.prototype.slice;\nvar objectKeys = require('./lib/keys.js');\nvar isArguments = require('./lib/is_arguments.js');\n\nvar deepEqual = module.exports = function (actual, expected, opts) {\n if (!opts) opts = {};\n // 7.1. All identical values are equivalent, as determined by ===.\n if (actual === expected) {\n return true;\n\n } else if (actual instanceof Date && expected instanceof Date) {\n return actual.getTime() === expected.getTime();\n\n // 7.3. Other pairs that do not both pass typeof value == 'object',\n // equivalence is determined by ==.\n } else if (!actual || !expected || typeof actual != 'object' && typeof expected != 'object') {\n return opts.strict ? actual === expected : actual == expected;\n\n // 7.4. For all other Object pairs, including Array objects, equivalence is\n // determined by having the same number of owned properties (as verified\n // with Object.prototype.hasOwnProperty.call), the same set of keys\n // (although not necessarily the same order), equivalent values for every\n // corresponding key, and an identical 'prototype' property. Note: this\n // accounts for both named and indexed properties on Arrays.\n } else {\n return objEquiv(actual, expected, opts);\n }\n}\n\nfunction isUndefinedOrNull(value) {\n return value === null || value === undefined;\n}\n\nfunction isBuffer (x) {\n if (!x || typeof x !== 'object' || typeof x.length !== 'number') return false;\n if (typeof x.copy !== 'function' || typeof x.slice !== 'function') {\n return false;\n }\n if (x.length > 0 && typeof x[0] !== 'number') return false;\n return true;\n}\n\nfunction objEquiv(a, b, opts) {\n var i, key;\n if (isUndefinedOrNull(a) || isUndefinedOrNull(b))\n return false;\n // an identical 'prototype' property.\n if (a.prototype !== b.prototype) return false;\n //~~~I've managed to break Object.keys through screwy arguments passing.\n // Converting to array solves the problem.\n if (isArguments(a)) {\n if (!isArguments(b)) {\n return false;\n }\n a = pSlice.call(a);\n b = pSlice.call(b);\n return deepEqual(a, b, opts);\n }\n if (isBuffer(a)) {\n if (!isBuffer(b)) {\n return false;\n }\n if (a.length !== b.length) return false;\n for (i = 0; i < a.length; i++) {\n if (a[i] !== b[i]) return false;\n }\n return true;\n }\n try {\n var ka = objectKeys(a),\n kb = objectKeys(b);\n } catch (e) {//happens when one is a string literal and the other isn't\n return false;\n }\n // having the same number of owned properties (keys incorporates\n // hasOwnProperty)\n if (ka.length != kb.length)\n return false;\n //the same set of keys (although not necessarily the same order),\n ka.sort();\n kb.sort();\n //~~~cheap key test\n for (i = ka.length - 1; i >= 0; i--) {\n if (ka[i] != kb[i])\n return false;\n }\n //equivalent values for every corresponding key, and\n //~~~possibly expensive deep test\n for (i = ka.length - 1; i >= 0; i--) {\n key = ka[i];\n if (!deepEqual(a[key], b[key], opts)) return false;\n }\n return typeof a === typeof b;\n}\n","/*\n * Date Format 1.2.3\n * (c) 2007-2009 Steven Levithan <stevenlevithan.com>\n * MIT license\n *\n * Includes enhancements by Scott Trenda <scott.trenda.net>\n * and Kris Kowal <cixar.com/~kris.kowal/>\n *\n * Accepts a date, a mask, or a date and a mask.\n * Returns a formatted version of the given date.\n * The date defaults to the current date/time.\n * The mask defaults to dateFormat.masks.default.\n */\n\n(function(global) {\n 'use strict';\n\n var dateFormat = (function() {\n var token = /d{1,4}|m{1,4}|yy(?:yy)?|([HhMsTt])\\1?|[LloSZWN]|\"[^\"]*\"|'[^']*'/g;\n var timezone = /\\b(?:[PMCEA][SDP]T|(?:Pacific|Mountain|Central|Eastern|Atlantic) (?:Standard|Daylight|Prevailing) Time|(?:GMT|UTC)(?:[-+]\\d{4})?)\\b/g;\n var timezoneClip = /[^-+\\dA-Z]/g;\n \n // Regexes and supporting functions are cached through closure\n return function (date, mask, utc, gmt) {\n \n // You can't provide utc if you skip other args (use the 'UTC:' mask prefix)\n if (arguments.length === 1 && kindOf(date) === 'string' && !/\\d/.test(date)) {\n mask = date;\n date = undefined;\n }\n \n date = date || new Date;\n \n if(!(date instanceof Date)) {\n date = new Date(date);\n }\n \n if (isNaN(date)) {\n throw TypeError('Invalid date');\n }\n \n mask = String(dateFormat.masks[mask] || mask || dateFormat.masks['default']);\n \n // Allow setting the utc/gmt argument via the mask\n var maskSlice = mask.slice(0, 4);\n if (maskSlice === 'UTC:' || maskSlice === 'GMT:') {\n mask = mask.slice(4);\n utc = true;\n if (maskSlice === 'GMT:') {\n gmt = true;\n }\n }\n \n var _ = utc ? 'getUTC' : 'get';\n var d = date[_ + 'Date']();\n var D = date[_ + 'Day']();\n var m = date[_ + 'Month']();\n var y = date[_ + 'FullYear']();\n var H = date[_ + 'Hours']();\n var M = date[_ + 'Minutes']();\n var s = date[_ + 'Seconds']();\n var L = date[_ + 'Milliseconds']();\n var o = utc ? 0 : date.getTimezoneOffset();\n var W = getWeek(date);\n var N = getDayOfWeek(date);\n var flags = {\n d: d,\n dd: pad(d),\n ddd: dateFormat.i18n.dayNames[D],\n dddd: dateFormat.i18n.dayNames[D + 7],\n m: m + 1,\n mm: pad(m + 1),\n mmm: dateFormat.i18n.monthNames[m],\n mmmm: dateFormat.i18n.monthNames[m + 12],\n yy: String(y).slice(2),\n yyyy: y,\n h: H % 12 || 12,\n hh: pad(H % 12 || 12),\n H: H,\n HH: pad(H),\n M: M,\n MM: pad(M),\n s: s,\n ss: pad(s),\n l: pad(L, 3),\n L: pad(Math.round(L / 10)),\n t: H < 12 ? dateFormat.i18n.timeNames[0] : dateFormat.i18n.timeNames[1],\n tt: H < 12 ? dateFormat.i18n.timeNames[2] : dateFormat.i18n.timeNames[3],\n T: H < 12 ? dateFormat.i18n.timeNames[4] : dateFormat.i18n.timeNames[5],\n TT: H < 12 ? dateFormat.i18n.timeNames[6] : dateFormat.i18n.timeNames[7],\n Z: gmt ? 'GMT' : utc ? 'UTC' : (String(date).match(timezone) || ['']).pop().replace(timezoneClip, ''),\n o: (o > 0 ? '-' : '+') + pad(Math.floor(Math.abs(o) / 60) * 100 + Math.abs(o) % 60, 4),\n S: ['th', 'st', 'nd', 'rd'][d % 10 > 3 ? 0 : (d % 100 - d % 10 != 10) * d % 10],\n W: W,\n N: N\n };\n \n return mask.replace(token, function (match) {\n if (match in flags) {\n return flags[match];\n }\n return match.slice(1, match.length - 1);\n });\n };\n })();\n\n dateFormat.masks = {\n 'default': 'ddd mmm dd yyyy HH:MM:ss',\n 'shortDate': 'm/d/yy',\n 'mediumDate': 'mmm d, yyyy',\n 'longDate': 'mmmm d, yyyy',\n 'fullDate': 'dddd, mmmm d, yyyy',\n 'shortTime': 'h:MM TT',\n 'mediumTime': 'h:MM:ss TT',\n 'longTime': 'h:MM:ss TT Z',\n 'isoDate': 'yyyy-mm-dd',\n 'isoTime': 'HH:MM:ss',\n 'isoDateTime': 'yyyy-mm-dd\\'T\\'HH:MM:sso',\n 'isoUtcDateTime': 'UTC:yyyy-mm-dd\\'T\\'HH:MM:ss\\'Z\\'',\n 'expiresHeaderFormat': 'ddd, dd mmm yyyy HH:MM:ss Z'\n };\n\n // Internationalization strings\n dateFormat.i18n = {\n dayNames: [\n 'Sun', 'Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat',\n 'Sunday', 'Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday'\n ],\n monthNames: [\n 'Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep', 'Oct', 'Nov', 'Dec',\n 'January', 'February', 'March', 'April', 'May', 'June', 'July', 'August', 'September', 'October', 'November', 'December'\n ],\n timeNames: [\n 'a', 'p', 'am', 'pm', 'A', 'P', 'AM', 'PM'\n ]\n };\n\nfunction pad(val, len) {\n val = String(val);\n len = len || 2;\n while (val.length < len) {\n val = '0' + val;\n }\n return val;\n}\n\n/**\n * Get the ISO 8601 week number\n * Based on comments from\n * http://techblog.procurios.nl/k/n618/news/view/33796/14863/Calculate-ISO-8601-week-and-year-in-javascript.html\n *\n * @param {Object} `date`\n * @return {Number}\n */\nfunction getWeek(date) {\n // Remove time components of date\n var targetThursday = new Date(date.getFullYear(), date.getMonth(), date.getDate());\n\n // Change date to Thursday same week\n targetThursday.setDate(targetThursday.getDate() - ((targetThursday.getDay() + 6) % 7) + 3);\n\n // Take January 4th as it is always in week 1 (see ISO 8601)\n var firstThursday = new Date(targetThursday.getFullYear(), 0, 4);\n\n // Change date to Thursday same week\n firstThursday.setDate(firstThursday.getDate() - ((firstThursday.getDay() + 6) % 7) + 3);\n\n // Check if daylight-saving-time-switch occurred and correct for it\n var ds = targetThursday.getTimezoneOffset() - firstThursday.getTimezoneOffset();\n targetThursday.setHours(targetThursday.getHours() - ds);\n\n // Number of weeks between target Thursday and first Thursday\n var weekDiff = (targetThursday - firstThursday) / (86400000*7);\n return 1 + Math.floor(weekDiff);\n}\n\n/**\n * Get ISO-8601 numeric representation of the day of the week\n * 1 (for Monday) through 7 (for Sunday)\n * \n * @param {Object} `date`\n * @return {Number}\n */\nfunction getDayOfWeek(date) {\n var dow = date.getDay();\n if(dow === 0) {\n dow = 7;\n }\n return dow;\n}\n\n/**\n * kind-of shortcut\n * @param {*} val\n * @return {String}\n */\nfunction kindOf(val) {\n if (val === null) {\n return 'null';\n }\n\n if (val === undefined) {\n return 'undefined';\n }\n\n if (typeof val !== 'object') {\n return typeof val;\n }\n\n if (Array.isArray(val)) {\n return 'array';\n }\n\n return {}.toString.call(val)\n .slice(8, -1).toLowerCase();\n};\n\n\n\n if (typeof define === 'function' && define.amd) {\n define(function () {\n return dateFormat;\n });\n } else if (typeof exports === 'object') {\n module.exports = dateFormat;\n } else {\n global.dateFormat = dateFormat;\n }\n})(this);\n","/*!\n * pad-left <https://github.com/jonschlinkert/pad-left>\n *\n * Copyright (c) 2014-2015, Jon Schlinkert.\n * Licensed under the MIT license.\n */\n\n'use strict';\n\nvar repeat = require('repeat-string');\n\nmodule.exports = function padLeft(str, num, ch) {\n str = str.toString();\n\n if (typeof num === 'undefined') {\n return str;\n }\n\n if (ch === 0) {\n ch = '0';\n } else if (ch) {\n ch = ch.toString();\n } else {\n ch = ' ';\n }\n\n return repeat(ch, num - str.length) + str;\n};\n","import dateformat from 'dateformat';\nimport assign from 'object-assign';\nimport padLeft from 'pad-left';\nimport { getClientAPI } from './util';\n\nconst noop = () => {};\nlet link;\nlet defaultExts = { extension: '', prefix: '', suffix: '' };\n\n// Alternative solution for saving files,\n// a bit slower and does not work in Safari\n// function fetchBlobFromDataURL (dataURL) {\n// return window.fetch(dataURL).then(res => res.blob());\n// }\n\nconst supportedEncodings = [\n 'image/png',\n 'image/jpeg',\n 'image/webp'\n];\n\nfunction stream (isStart, opts = {}) {\n return new Promise((resolve, reject) => {\n opts = assign({}, defaultExts, opts);\n const filename = resolveFilename(Object.assign({}, opts, {\n frame: undefined\n }));\n const func = isStart ? 'streamStart' : 'streamEnd';\n const client = getClientAPI();\n if (client && client.output && typeof client[func] === 'function') {\n return client[func](assign({}, opts, { filename }))\n .then(ev => resolve(ev));\n } else {\n return resolve({ filename, client: false });\n }\n });\n}\n\nexport function streamStart (opts = {}) {\n return stream(true, opts);\n}\n\nexport function streamEnd (opts = {}) {\n return stream(false, opts);\n}\n\nexport function exportCanvas (canvas, opt = {}) {\n const encoding = opt.encoding || 'image/png';\n if (!supportedEncodings.includes(encoding)) throw new Error(`Invalid canvas encoding ${encoding}`);\n let extension = (encoding.split('/')[1] || '').replace(/jpeg/i, 'jpg');\n if (extension) extension = `.${extension}`.toLowerCase();\n return {\n extension,\n type: encoding,\n dataURL: canvas.toDataURL(encoding, opt.encodingQuality)\n };\n}\n\nfunction createBlobFromDataURL (dataURL) {\n return new Promise((resolve) => {\n const splitIndex = dataURL.indexOf(',');\n if (splitIndex === -1) {\n resolve(new window.Blob());\n return;\n }\n const base64 = dataURL.slice(splitIndex + 1);\n const byteString = window.atob(base64);\n const type = dataURL.slice(0, splitIndex);\n const mimeMatch = /data:([^;]+)/.exec(type);\n const mime = (mimeMatch ? mimeMatch[1] : '') || undefined;\n const ab = new ArrayBuffer(byteString.length);\n const ia = new Uint8Array(ab);\n for (var i = 0; i < byteString.length; i++) {\n ia[i] = byteString.charCodeAt(i);\n }\n resolve(new window.Blob([ ab ], { type: mime }));\n });\n}\n\nexport function saveDataURL (dataURL, opts = {}) {\n return createBlobFromDataURL(dataURL)\n .then(blob => saveBlob(blob, opts));\n}\n\nexport function saveBlob (blob, opts = {}) {\n return new Promise(resolve => {\n opts = assign({}, defaultExts, opts);\n const filename = opts.filename;\n\n const client = getClientAPI();\n if (client && typeof client.saveBlob === 'function' && client.output) {\n // native saving using a CLI tool\n return client.saveBlob(blob, assign({}, opts, { filename }))\n .then(ev => resolve(ev));\n } else {\n // force download\n if (!link) {\n link = document.createElement('a');\n link.style.visibility = 'hidden';\n link.target = '_blank';\n }\n link.download = filename;\n link.href = window.URL.createObjectURL(blob);\n document.body.appendChild(link);\n link.onclick = () => {\n link.onclick = noop;\n setTimeout(() => {\n window.URL.revokeObjectURL(blob);\n if (link.parentElement) link.parentElement.removeChild(link);\n link.removeAttribute('href');\n resolve({ filename, client: false });\n });\n };\n link.click();\n }\n });\n}\n\nexport function saveFile (data, opts = {}) {\n const parts = Array.isArray(data) ? data : [ data ];\n const blob = new window.Blob(parts, { type: opts.type || '' });\n return saveBlob(blob, opts);\n}\n\nexport function getTimeStamp () {\n const dateFormatStr = `yyyy.mm.dd-HH.MM.ss`;\n return dateformat(new Date(), dateFormatStr);\n}\n\nexport function getDefaultFile (prefix = '', suffix = '', ext) {\n // const dateFormatStr = `yyyy.mm.dd-HH.MM.ss`;\n const dateFormatStr = `yyyy-mm-dd 'at' h.MM.ss TT`;\n return `${prefix}${dateformat(new Date(), dateFormatStr)}${suffix}${ext}`;\n}\n\nexport function resolveFilename (opt = {}) {\n opt = assign({}, opt);\n\n // Custom filename function\n if (typeof opt.file === 'function') {\n return opt.file(opt);\n } else if (opt.file) {\n return opt.file;\n }\n\n let frame = null;\n let extension = '';\n if (typeof opt.extension === 'string') extension = opt.extension;\n\n if (typeof opt.frame === 'number') {\n let totalFrames;\n if (typeof opt.totalFrames === 'number') {\n totalFrames = opt.totalFrames;\n } else {\n totalFrames = Math.max(1000, opt.frame);\n }\n frame = padLeft(String(opt.frame), String(totalFrames).length, '0');\n }\n\n const layerStr = isFinite(opt.totalLayers) && isFinite(opt.layer) && opt.totalLayers > 1 ? `${opt.layer}` : '';\n if (frame != null) {\n return [ layerStr, frame ].filter(Boolean).join('-') + extension;\n } else {\n const defaultFileName = opt.timeStamp;\n return [ opt.prefix, opt.name || defaultFileName, layerStr, opt.hash, opt.suffix ].filter(Boolean).join('-') + extension;\n }\n}\n","// Handle some common typos\nconst commonTypos = {\n dimension: 'dimensions',\n animated: 'animate',\n animating: 'animate',\n unit: 'units',\n P5: 'p5',\n pixellated: 'pixelated',\n looping: 'loop',\n pixelPerInch: 'pixels'\n};\n\n// Handle all other typos\nconst allKeys = [\n 'dimensions', 'units', 'pixelsPerInch', 'orientation',\n 'scaleToFit', 'scaleToView', 'bleed', 'pixelRatio',\n 'exportPixelRatio', 'maxPixelRatio', 'scaleContext',\n 'resizeCanvas', 'styleCanvas', 'canvas', 'context', 'attributes',\n 'parent', 'file', 'name', 'prefix', 'suffix', 'animate', 'playing',\n 'loop', 'duration', 'totalFrames', 'fps', 'playbackRate', 'timeScale',\n 'frame', 'time', 'flush', 'pixelated', 'hotkeys', 'p5', 'id',\n 'scaleToFitPadding', 'data', 'params', 'encoding', 'encodingQuality'\n];\n\n// This is fairly opinionated and forces users to use the 'data' parameter\n// if they want to pass along non-setting objects...\nexport const checkSettings = (settings) => {\n const keys = Object.keys(settings);\n keys.forEach(key => {\n if (key in commonTypos) {\n const actual = commonTypos[key];\n console.warn(`[canvas-sketch] Could not recognize the setting \"${key}\", did you mean \"${actual}\"?`);\n } else if (!allKeys.includes(key)) {\n console.warn(`[canvas-sketch] Could not recognize the setting \"${key}\"`);\n }\n });\n};\n","const defaultUnits = 'mm';\n\nconst data = [\n // Common Paper Sizes\n // (Mostly North-American based)\n [ 'postcard', 101.6, 152.4 ],\n [ 'poster-small', 280, 430 ],\n [ 'poster', 460, 610 ],\n [ 'poster-large', 610, 910 ],\n [ 'business-card', 50.8, 88.9 ],\n\n // Photographic Print Paper Sizes\n [ '2r', 64, 89 ],\n [ '3r', 89, 127 ],\n [ '4r', 102, 152 ],\n [ '5r', 127, 178 ], // 5″x7″\n [ '6r', 152, 203 ], // 6″x8″\n [ '8r', 203, 254 ], // 8″x10″\n [ '10r', 254, 305 ], // 10″x12″\n [ '11r', 279, 356 ], // 11″x14″\n [ '12r', 305, 381 ],\n\n // Standard Paper Sizes\n [ 'a0', 841, 1189 ],\n [ 'a1', 594, 841 ],\n [ 'a2', 420, 594 ],\n [ 'a3', 297, 420 ],\n [ 'a4', 210, 297 ],\n [ 'a5', 148, 210 ],\n [ 'a6', 105, 148 ],\n [ 'a7', 74, 105 ],\n [ 'a8', 52, 74 ],\n [ 'a9', 37, 52 ],\n [ 'a10', 26, 37 ],\n [ '2a0', 1189, 1682 ],\n [ '4a0', 1682, 2378 ],\n [ 'b0', 1000, 1414 ],\n [ 'b1', 707, 1000 ],\n [ 'b1+', 720, 1020 ],\n [ 'b2', 500, 707 ],\n [ 'b2+', 520, 720 ],\n [ 'b3', 353, 500 ],\n [ 'b4', 250, 353 ],\n [ 'b5', 176, 250 ],\n [ 'b6', 125, 176 ],\n [ 'b7', 88, 125 ],\n [ 'b8', 62, 88 ],\n [ 'b9', 44, 62 ],\n [ 'b10', 31, 44 ],\n [ 'b11', 22, 32 ],\n [ 'b12', 16, 22 ],\n [ 'c0', 917, 1297 ],\n [ 'c1', 648, 917 ],\n [ 'c2', 458, 648 ],\n [ 'c3', 324, 458 ],\n [ 'c4', 229, 324 ],\n [ 'c5', 162, 229 ],\n [ 'c6', 114, 162 ],\n [ 'c7', 81, 114 ],\n [ 'c8', 57, 81 ],\n [ 'c9', 40, 57 ],\n [ 'c10', 28, 40 ],\n [ 'c11', 22, 32 ],\n [ 'c12', 16, 22 ],\n\n // Use inches for North American sizes,\n // as it produces less float precision errors\n [ 'half-letter', 5.5, 8.5, 'in' ],\n [ 'letter', 8.5, 11, 'in' ],\n [ 'legal', 8.5, 14, 'in' ],\n [ 'junior-legal', 5, 8, 'in' ],\n [ 'ledger', 11, 17, 'in' ],\n [ 'tabloid', 11, 17, 'in' ],\n [ 'ansi-a', 8.5, 11.0, 'in' ],\n [ 'ansi-b', 11.0, 17.0, 'in' ],\n [ 'ansi-c', 17.0, 22.0, 'in' ],\n [ 'ansi-d', 22.0, 34.0, 'in' ],\n [ 'ansi-e', 34.0, 44.0, 'in' ],\n [ 'arch-a', 9, 12, 'in' ],\n [ 'arch-b', 12, 18, 'in' ],\n [ 'arch-c', 18, 24, 'in' ],\n [ 'arch-d', 24, 36, 'in' ],\n [ 'arch-e', 36, 48, 'in' ],\n [ 'arch-e1', 30, 42, 'in' ],\n [ 'arch-e2', 26, 38, 'in' ],\n [ 'arch-e3', 27, 39, 'in' ]\n];\n\nexport default data.reduce((dict, preset) => {\n const item = {\n units: preset[3] || defaultUnits,\n dimensions: [ preset[1], preset[2] ]\n };\n dict[preset[0]] = item;\n dict[preset[0].replace(/-/g, ' ')] = item;\n return dict;\n}, {});\n","import paperSizes from './paper-sizes';\nimport convertLength from 'convert-length';\n\nexport function getDimensionsFromPreset (dimensions, unitsTo = 'px', pixelsPerInch = 72) {\n if (typeof dimensions === 'string') {\n const key = dimensions.toLowerCase();\n if (!(key in paperSizes)) {\n throw new Error(`The dimension preset \"${dimensions}\" is not supported or could not be found; try using a4, a3, postcard, letter, etc.`)\n }\n const preset = paperSizes[key];\n return preset.dimensions.map(d => {\n return convertDistance(d, preset.units, unitsTo, pixelsPerInch);\n });\n } else {\n return dimensions;\n }\n}\n\nexport function convertDistance (dimension, unitsFrom = 'px', unitsTo = 'px', pixelsPerInch = 72) {\n return convertLength(dimension, unitsFrom, unitsTo, {\n pixelsPerInch,\n precision: 4,\n roundPixel: true\n });\n}\n","import { getDimensionsFromPreset, convertDistance } from '../distances';\nimport { isBrowser, defined } from '../util';\n\nfunction checkIfHasDimensions (settings) {\n if (!settings.dimensions) return false;\n if (typeof settings.dimensions === 'string') return true;\n if (Array.isArray(settings.dimensions) && settings.dimensions.length >= 2) return true;\n return false;\n}\n\nfunction getParentSize (props, settings) {\n // When no { dimension } is passed in node, we default to HTML canvas size\n if (!isBrowser()) {\n return [ 300, 150 ];\n }\n\n let element = settings.parent || window;\n\n if (element === window ||\n element === document ||\n element === document.body) {\n return [ window.innerWidth, window.innerHeight ];\n } else {\n const { width, height } = element.getBoundingClientRect();\n return [ width, height ];\n }\n}\n\nexport default function resizeCanvas (props, settings) {\n let width, height;\n let styleWidth, styleHeight;\n let canvasWidth, canvasHeight;\n\n const browser = isBrowser();\n const dimensions = settings.dimensions;\n const hasDimensions = checkIfHasDimensions(settings);\n const exporting = props.exporting;\n let scaleToFit = hasDimensions ? settings.scaleToFit !== false : false;\n let scaleToView = (!exporting && hasDimensions) ? settings.scaleToView : true;\n // in node, cancel both of these options\n if (!browser) scaleToFit = scaleToView = false;\n const units = settings.units;\n const pixelsPerInch = (typeof settings.pixelsPerInch === 'number' && isFinite(settings.pixelsPerInch)) ? settings.pixelsPerInch : 72;\n const bleed = defined(settings.bleed, 0);\n\n const devicePixelRatio = browser ? window.devicePixelRatio : 1;\n const basePixelRatio = scaleToView ? devicePixelRatio : 1;\n\n let pixelRatio, exportPixelRatio;\n\n // If a pixel ratio is specified, we will use it.\n // Otherwise:\n // -> If dimension is specified, use base ratio (i.e. size for export)\n // -> If no dimension is specified, use device ratio (i.e. size for screen)\n if (typeof settings.pixelRatio === 'number' && isFinite(settings.pixelRatio)) {\n // When { pixelRatio } is specified, it's also used as default exportPixelRatio.\n pixelRatio = settings.pixelRatio;\n exportPixelRatio = defined(settings.exportPixelRatio, pixelRatio);\n } else {\n if (hasDimensions) {\n // When a dimension is specified, use the base ratio rather than screen ratio\n pixelRatio = basePixelRatio;\n // Default to a pixel ratio of 1 so that you end up with the same dimension\n // you specified, i.e. [ 500, 500 ] is exported as 500x500 px\n exportPixelRatio = defined(settings.exportPixelRatio, 1);\n } else {\n // No dimension is specified, assume full-screen retina sizing\n pixelRatio = devicePixelRatio;\n // Default to screen pixel ratio, so that it's like taking a device screenshot\n exportPixelRatio = defined(settings.exportPixelRatio, pixelRatio);\n }\n }\n\n // Clamp pixel ratio\n if (typeof settings.maxPixelRatio === 'number' && isFinite(settings.maxPixelRatio)) {\n pixelRatio = Math.min(settings.maxPixelRatio, pixelRatio);\n }\n\n // Handle export pixel ratio\n if (exporting) {\n pixelRatio = exportPixelRatio;\n }\n\n // parentWidth = typeof parentWidth === 'undefined' ? defaultNodeSize[0] : parentWidth;\n // parentHeight = typeof parentHeight === 'undefined' ? defaultNodeSize[1] : parentHeight;\n\n let [ parentWidth, parentHeight ] = getParentSize(props, settings);\n let trimWidth, trimHeight;\n\n // You can specify a dimensions in pixels or cm/m/in/etc\n if (hasDimensions) {\n const result = getDimensionsFromPreset(dimensions, units, pixelsPerInch);\n const highest = Math.max(result[0], result[1]);\n const lowest = Math.min(result[0], result[1]);\n if (settings.orientation) {\n const landscape = settings.orientation === 'landscape';\n width = landscape ? highest : lowest;\n height = landscape ? lowest : highest;\n } else {\n width = result[0];\n height = result[1];\n }\n\n trimWidth = width;\n trimHeight = height;\n\n // Apply bleed which is assumed to be in the same units\n width += bleed * 2;\n height += bleed * 2;\n } else {\n width = parentWidth;\n height = parentHeight;\n trimWidth = width;\n trimHeight = height;\n }\n\n // Real size in pixels after PPI is taken into account\n let realWidth = width;\n let realHeight = height;\n if (hasDimensions && units) {\n // Convert to digital/pixel units if necessary\n realWidth = convertDistance(width, units, 'px', pixelsPerInch);\n realHeight = convertDistance(height, units, 'px', pixelsPerInch);\n }\n\n // How big to set the 'view' of the canvas in the browser (i.e. style)\n styleWidth = Math.round(realWidth);\n styleHeight = Math.round(realHeight);\n\n // If we wish to scale the view to the browser window\n if (scaleToFit && !exporting && hasDimensions) {\n const aspect = width / height;\n const windowAspect = parentWidth / parentHeight;\n const scaleToFitPadding = defined(settings.scaleToFitPadding, 40);\n const maxWidth = Math.round(parentWidth - scaleToFitPadding * 2);\n const maxHeight = Math.round(parentHeight - scaleToFitPadding * 2);\n if (styleWidth > maxWidth || styleHeight > maxHeight) {\n if (windowAspect > aspect) {\n styleHeight = maxHeight;\n styleWidth = Math.round(styleHeight * aspect);\n } else {\n styleWidth = maxWidth;\n styleHeight = Math.round(styleWidth / aspect);\n }\n }\n }\n\n canvasWidth = scaleToView ? Math.round(pixelRatio * styleWidth) : Math.round(pixelRatio * realWidth);\n canvasHeight = scaleToView ? Math.round(pixelRatio * styleHeight) : Math.round(pixelRatio * realHeight);\n\n const viewportWidth = scaleToView ? Math.round(styleWidth) : Math.round(realWidth);\n const viewportHeight = scaleToView ? Math.round(styleHeight) : Math.round(realHeight);\n\n const scaleX = canvasWidth / width;\n const scaleY = canvasHeight / height;\n\n // Assign to current props\n return {\n bleed,\n pixelRatio,\n width,\n height,\n dimensions: [ width, height ],\n units: units || 'px',\n scaleX,\n scaleY,\n viewportWidth,\n viewportHeight,\n canvasWidth,\n canvasHeight,\n trimWidth,\n trimHeight,\n styleWidth,\n styleHeight\n };\n}\n","module.exports = getCanvasContext\nfunction getCanvasContext (type, opts) {\n if (typeof type !== 'string') {\n throw new TypeError('must specify type string')\n }\n\n opts = opts || {}\n\n if (typeof document === 'undefined' && !opts.canvas) {\n return null // check for Node\n }\n\n var canvas = opts.canvas || document.createElement('canvas')\n if (typeof opts.width === 'number') {\n canvas.width = opts.width\n }\n if (typeof opts.height === 'number') {\n canvas.height = opts.height\n }\n\n var attribs = opts\n var gl\n try {\n var names = [ type ]\n // prefix GL contexts\n if (type.indexOf('webgl') === 0) {\n names.push('experimental-' + type)\n }\n\n for (var i = 0; i < names.length; i++) {\n gl = canvas.getContext(names[i], attribs)\n if (gl) return gl\n }\n } catch (e) {\n gl = null\n }\n return (gl || null) // ensure null on fail\n}\n","import assign from 'object-assign';\nimport getCanvasContext from 'get-canvas-context';\nimport { isBrowser } from '../util';\n\nfunction createCanvasElement () {\n if (!isBrowser()) {\n throw new Error('It appears you are runing from Node.js or a non-browser environment. Try passing in an existing { canvas } interface instead.');\n }\n return document.createElement('canvas');\n}\n\nexport default function createCanvas (settings = {}) {\n let context, canvas;\n let ownsCanvas = false;\n if (settings.canvas !== false) {\n // Determine the canvas and context to create\n context = settings.context;\n if (!context || typeof context === 'string') {\n let newCanvas = settings.canvas;\n if (!newCanvas) {\n newCanvas = createCanvasElement();\n ownsCanvas = true;\n }\n const type = context || '2d';\n if (typeof newCanvas.getContext !== 'function') {\n throw new Error(`The specified { canvas } element does not have a getContext() function, maybe it is not a <canvas> tag?`);\n }\n context = getCanvasContext(type, assign({}, settings.attributes, { canvas: newCanvas }));\n if (!context) {\n throw new Error(`Failed at canvas.getContext('${type}') - the browser may not support this context, or a different context may already be in use with this canvas.`);\n }\n }\n\n canvas = context.canvas;\n // Ensure context matches user's canvas expectations\n if (settings.canvas && canvas !== settings.canvas) {\n throw new Error('The { canvas } and { context } settings must point to the same underlying canvas element');\n }\n\n // Apply pixelation to canvas if necessary, this is mostly a convenience utility\n if (settings.pixelated) {\n context.imageSmoothingEnabled = false;\n context.mozImageSmoothingEnabled = false;\n context.oImageSmoothingEnabled = false;\n context.webkitImageSmoothingEnabled = false;\n context.msImageSmoothingEnabled = false;\n canvas.style['image-rendering'] = 'pixelated';\n }\n }\n return { canvas, context, ownsCanvas };\n}\n","import assign from 'object-assign';\nimport rightNow from 'right-now';\nimport isPromise from 'is-promise';\nimport { isBrowser, defined, isWebGLContext, isCanvas, getClientAPI } from '../util';\nimport deepEqual from 'deep-equal';\nimport {\n resolveFilename,\n saveFile,\n saveDataURL,\n getTimeStamp,\n exportCanvas,\n streamStart,\n streamEnd\n} from '../save';\nimport { checkSettings } from '../accessibility';\n\nimport keyboardShortcuts from './keyboardShortcuts';\nimport resizeCanvas from './resizeCanvas';\nimport createCanvas from './createCanvas';\n\nclass SketchManager {\n constructor () {\n this._settings = {};\n this._props = {};\n this._sketch = undefined;\n this._raf = null;\n\n // Some hacky things required to get around p5.js structure\n this._lastRedrawResult = undefined;\n this._isP5Resizing = false;\n\n this._keyboardShortcuts = keyboardShortcuts({\n enabled: () => this.settings.hotkeys !== false,\n save: (ev) => {\n if (ev.shiftKey) {\n if (this.props.recording) {\n this.endRecord();\n this.run();\n } else this.record();\n } else if (!this.props.recording) {\n this.exportFrame();\n }\n },\n togglePlay: () => {\n if (this.props.playing) this.pause();\n else this.play();\n },\n commit: (ev) => {\n this.exportFrame({ commit: true });\n }\n });\n\n this._animateHandler = () => this.animate();\n\n this._resizeHandler = () => {\n const changed = this.resize();\n // Only re-render when size actually changes\n if (changed) {\n this.render();\n }\n };\n }\n\n get sketch () {\n return this._sketch;\n }\n\n get settings () {\n return this._settings;\n }\n\n get props () {\n return this._props;\n }\n\n _computePlayhead (currentTime, duration) {\n const hasDuration = typeof duration === 'number' && isFinite(duration);\n return hasDuration ? currentTime / duration : 0;\n }\n\n _computeFrame (playhead, time, totalFrames, fps) {\n return (isFinite(totalFrames) && totalFrames > 1)\n ? Math.floor(playhead * (totalFrames - 1))\n : Math.floor(fps * time);\n }\n\n _computeCurrentFrame () {\n return this._computeFrame(\n this.props.playhead, this.props.time,\n this.props.totalFrames, this.props.fps\n );\n }\n\n _getSizeProps () {\n const props = this.props;\n return {\n width: props.width,\n height: props.height,\n pixelRatio: props.pixelRatio,\n canvasWidth: props.canvasWidth,\n canvasHeight: props.canvasHeight,\n viewportWidth: props.viewportWidth,\n viewportHeight: props.viewportHeight\n };\n }\n\n run () {\n if (!this.sketch) throw new Error('should wait until sketch is loaded before trying to play()');\n\n // Start an animation frame loop if necessary\n if (this.settings.playing !== false) {\n this.play();\n }\n\n // Let's let this warning hang around for a few versions...\n if (typeof this.sketch.dispose === 'function') {\n console.warn('In canvas-sketch@0.0.23 the dispose() event has been renamed to unload()');\n }\n\n // In case we aren't playing or animated, make sure we still trigger begin message...\n if (!this.props.started) {\n this._signalBegin();\n this.props.started = true;\n }\n\n // Render an initial frame\n this.tick();\n this.render();\n return this;\n }\n\n play () {\n let animate = this.settings.animate;\n if ('animation' in this.settings) {\n animate = true;\n console.warn('[canvas-sketch] { animation } has been renamed to { animate }');\n }\n if (!animate) return;\n if (!isBrowser()) {\n console.error('[canvas-sketch] WARN: Using { animate } in Node.js is not yet supported');\n return;\n }\n if (this.props.playing) return;\n if (!this.props.started) {\n this._signalBegin();\n this.props.started = true;\n }\n\n // console.log('play', this.props.time)\n\n // Start a render loop\n this.props.playing = true;\n if (this._raf != null) window.cancelAnimationFrame(this._raf);\n this._lastTime = rightNow();\n this._raf = window.requestAnimationFrame(this._animateHandler);\n }\n\n pause () {\n if (this.props.recording) this.endRecord();\n this.props.playing = false;\n\n if (this._raf != null && isBrowser()) {\n window.cancelAnimationFrame(this._raf);\n }\n }\n\n togglePlay () {\n if (this.props.playing) this.pause();\n else this.play();\n }\n\n // Stop and reset to frame zero\n stop () {\n this.pause();\n this.props.frame = 0;\n this.props.playhead = 0;\n this.props.time = 0;\n this.props.deltaTime = 0;\n this.props.started = false;\n this.render();\n }\n\n record () {\n if (this.props.recording) return;\n if (!isBrowser()) {\n console.error('[canvas-sketch] WARN: Recording from Node.js is not yet supported');\n return;\n }\n\n this.stop();\n this.props.playing = true;\n this.props.recording = true;\n\n const exportOpts = this._createExportOptions({ sequence: true });\n\n const frameInterval = 1 / this.props.fps;\n // Render each frame in the sequence\n if (this._raf != null) window.cancelAnimationFrame(this._raf);\n const tick = () => {\n if (!this.props.recording) return Promise.resolve();\n this.props.deltaTime = frameInterval;\n this.tick();\n return this.exportFrame(exportOpts)\n .then(() => {\n if (!this.props.recording) return; // was cancelled before\n this.props.deltaTime = 0;\n this.props.frame++;\n if (this.props.frame < this.props.totalFrames) {\n this.props.time += frameInterval;\n this.props.playhead = this._computePlayhead(this.props.time, this.props.duration);\n this._raf = window.requestAnimationFrame(tick);\n } else {\n console.log('Finished recording');\n this._signalEnd();\n this.endRecord();\n this.stop();\n this.run();\n }\n });\n };\n\n // Trigger a start event before we begin recording\n if (!this.props.started) {\n this._signalBegin();\n this.props.started = true;\n }\n\n // Initiate a streaming start if necessary\n streamStart(exportOpts)\n .catch(err => {\n console.error(err);\n })\n .then(response => {\n this._raf = window.requestAnimationFrame(tick);\n });\n }\n\n _signalBegin () {\n if (this.sketch && typeof this.sketch.begin === 'function') {\n this._wrapContextScale(props => this.sketch.begin(props));\n }\n }\n\n _signalEnd () {\n if (this.sketch && typeof this.sketch.end === 'function') {\n this._wrapContextScale(props => this.sketch.end(props));\n }\n }\n\n endRecord () {\n if (this._raf != null && isBrowser()) window.cancelAnimationFrame(this._raf);\n this.props.recording = false;\n this.props.deltaTime = 0;\n this.props.playing = false;\n\n // tell CLI that stream has finished\n streamEnd()\n .catch(err => {\n console.error(err);\n });\n }\n\n _createExportOptions (opt = {}) {\n return {\n sequence: opt.sequence,\n save: opt.save,\n fps: this.props.fps,\n frame: opt.sequence ? this.props.frame : undefined,\n file: this.settings.file,\n name: this.settings.name,\n prefix: this.settings.prefix,\n suffix: this.settings.suffix,\n encoding: this.settings.encoding,\n encodingQuality: this.settings.encodingQuality,\n timeStamp: opt.timeStamp || getTimeStamp(),\n totalFrames: isFinite(this.props.totalFrames) ? Math.max(100, this.props.totalFrames) : 1000\n };\n }\n\n exportFrame (opt = {}) {\n if (!this.sketch) return Promise.all([]);\n if (typeof this.sketch.preExport === 'function') {\n this.sketch.preExport();\n }\n\n // Options for export function\n let exportOpts = this._createExportOptions(opt);\n\n const client = getClientAPI();\n let p = Promise.resolve();\n if (client && opt.commit && typeof client.commit === 'function') {\n const commitOpts = assign({}, exportOpts);\n const hash = client.commit(commitOpts);\n if (isPromise(hash)) p = hash;\n else p = Promise.resolve(hash);\n }\n\n return p.then(hash => {\n return this._doExportFrame(assign({}, exportOpts, { hash: hash || '' }));\n }).then(result => {\n // Most common usecase is to export a single layer,\n // so let's optimize the user experience for that.\n if (result.length === 1) return result[0];\n else return result;\n });\n }\n\n _doExportFrame (exportOpts = {}) {\n this._props.exporting = true;\n\n // Resize to output resolution\n this.resize();\n\n // Draw at this output resolution\n let drawResult = this.render();\n\n // The self owned canvas (may be undefined...!)\n const canvas = this.props.canvas;\n\n // Get list of results from render\n if (typeof drawResult === 'undefined') {\n drawResult = [ canvas ];\n }\n drawResult = [].concat(drawResult).filter(Boolean);\n\n // Transform the canvas/file descriptors into a consistent format,\n // and pull out any data URLs from canvas elements\n drawResult = drawResult.map(result => {\n const hasDataObject = typeof result === 'object' && result && ('data' in result || 'dataURL' in result);\n const data = hasDataObject ? result.data : result;\n const opts = hasDataObject ? assign({}, result, { data }) : { data };\n if (isCanvas(data)) {\n const encoding = opts.encoding || exportOpts.encoding;\n const encodingQuality = defined(opts.encodingQuality, exportOpts.encodingQuality, 0.95);\n const { dataURL, extension, type } = exportCanvas(data, { encoding, encodingQuality });\n return Object.assign(opts, { dataURL, extension, type });\n } else {\n return opts;\n }\n });\n\n // Now return to regular rendering mode\n this._props.exporting = false;\n this.resize();\n this.render();\n\n // And now we can save each result\n return Promise.all(drawResult.map((result, i, layerList) => {\n // By default, if rendering multiple layers we will give them indices\n const curOpt = assign({\n extension: '',\n prefix: '',\n suffix: ''\n }, exportOpts, result, {\n layer: i,\n totalLayers: layerList.length\n });\n\n // If export is explicitly not saving, make sure nothing saves\n // Otherwise default to the layer save option, or fallback to true\n const saveParam = exportOpts.save === false ? false : result.save;\n curOpt.save = saveParam !== false;\n\n // Resolve a full filename from all the options\n curOpt.filename = resolveFilename(curOpt);\n\n // Clean up some parameters that may be ambiguous to the user\n delete curOpt.encoding;\n delete curOpt.encodingQuality;\n\n // Clean it up further by just removing undefined values\n for (let k in curOpt) {\n if (typeof curOpt[k] === 'undefined') delete curOpt[k];\n }\n\n let savePromise = Promise.resolve({});\n if (curOpt.save) {\n // Whether to actually save (download) this fragment\n const data = curOpt.data;\n if (curOpt.dataURL) {\n const dataURL = curOpt.dataURL;\n savePromise = saveDataURL(dataURL, curOpt);\n } else {\n savePromise = saveFile(data, curOpt);\n }\n }\n return savePromise.then(saveResult => {\n return Object.assign({}, curOpt, saveResult);\n });\n })).then(ev => {\n const savedEvents = ev.filter(e => e.save);\n if (savedEvents.length > 0) {\n // Log the saved exports\n const eventWithOutput = savedEvents.find(e => e.outputName);\n const isClient = savedEvents.some(e => e.client);\n const isStreaming = savedEvents.some(e => e.stream);\n let item;\n // many files, just log how many were exported\n if (savedEvents.length > 1) item = savedEvents.length;\n // in CLI, we know exact path dirname\n else if (eventWithOutput) item = `${eventWithOutput.outputName}/${savedEvents[0].filename}`;\n // in browser, we can only know it went to \"browser download folder\"\n else item = `${savedEvents[0].filename}`;\n let ofSeq = '';\n if (exportOpts.sequence) {\n const hasTotalFrames = isFinite(this.props.totalFrames);\n ofSeq = hasTotalFrames ? ` (frame ${exportOpts.frame + 1} / ${this.props.totalFrames})` : ` (frame ${exportOpts.frame})`;\n } else if (savedEvents.length > 1) {\n ofSeq = ` files`;\n }\n const client = isClient ? 'canvas-sketch-cli' : 'canvas-sketch';\n const action = isStreaming ? 'Streaming into' : 'Exported';\n console.log(`%c[${client}]%c ${action} %c${item}%c${ofSeq}`, 'color: #8e8e8e;', 'color: initial;', 'font-weight: bold;', 'font-weight: initial;');\n }\n if (typeof this.sketch.postExport === 'function') {\n this.sketch.postExport();\n }\n return ev;\n });\n }\n\n _wrapContextScale (cb) {\n this._preRender();\n cb(this.props);\n this._postRender();\n }\n\n _preRender () {\n const props = this.props;\n\n // Scale context for unit sizing\n if (!this.props.gl && props.context && !props.p5) {\n props.context.save();\n if (this.settings.scaleContext !== false) {\n props.context.scale(props.scaleX, props.scaleY);\n }\n } else if (props.p5) {\n props.p5.scale(props.scaleX / props.pixelRatio, props.scaleY / props.pixelRatio);\n }\n }\n\n _postRender () {\n const props = this.props;\n\n if (!this.props.gl && props.context && !props.p5) {\n props.context.restore();\n }\n\n // Flush by default, this may be revisited at a later point.\n // We do this to ensure toDataURL can be called immediately after.\n // Most likely browsers already handle this, so we may revisit this and\n // remove it if it improves performance without any usability issues.\n if (props.gl && this.settings.flush !== false && !props.p5) {\n props.gl.flush();\n }\n }\n\n tick () {\n if (this.sketch && typeof this.sketch.tick === 'function') {\n this._preRender();\n this.sketch.tick(this.props);\n this._postRender();\n }\n }\n\n render () {\n if (this.props.p5) {\n this._lastRedrawResult = undefined;\n this.props.p5.redraw();\n return this._lastRedrawResult;\n } else {\n return this.submitDrawCall();\n }\n }\n\n submitDrawCall () {\n if (!this.sketch) return;\n\n const props = this.props;\n this._preRender();\n\n let drawResult;\n\n if (typeof this.sketch === 'function') {\n drawResult = this.sketch(props);\n } else if (typeof this.sketch.render === 'function') {\n drawResult = this.sketch.render(props);\n }\n\n this._postRender();\n\n return drawResult;\n }\n\n update (opt = {}) {\n // Currently update() is only focused on resizing,\n // but later we will support other options like switching\n // frames and such.\n const notYetSupported = [\n 'animate'\n ];\n\n Object.keys(opt).forEach(key => {\n if (notYetSupported.indexOf(key) >= 0) {\n throw new Error(`Sorry, the { ${key} } option is not yet supported with update().`);\n }\n });\n\n const oldCanvas = this._settings.canvas;\n const oldContext = this._settings.context;\n\n // Merge new options into settings\n for (let key in opt) {\n const value = opt[key];\n if (typeof value !== 'undefined') { // ignore undefined\n this._settings[key] = value;\n }\n }\n\n // Merge in time props\n const timeOpts = Object.assign({}, this._settings, opt);\n if ('time' in opt && 'frame' in opt) throw new Error('You should specify { time } or { frame } but not both');\n else if ('time' in opt) delete timeOpts.frame;\n else if ('frame' in opt) delete timeOpts.time;\n if ('duration' in opt && 'totalFrames' in opt) throw new Error('You should specify { duration } or { totalFrames } but not both');\n else if ('duration' in opt) delete timeOpts.totalFrames;\n else if ('totalFrames' in opt) delete timeOpts.duration;\n\n // Merge in user data without copying\n if ('data' in opt) this._props.data = opt.data;\n\n const timeProps = this.getTimeProps(timeOpts);\n Object.assign(this._props, timeProps);\n\n // If either canvas or context is changed, we should re-update\n if (oldCanvas !== this._settings.canvas || oldContext !== this._settings.context) {\n const { canvas, context } = createCanvas(this._settings);\n\n this.props.canvas = canvas;\n this.props.context = context;\n\n // Delete or add a 'gl' prop for convenience\n this._setupGLKey();\n\n // Re-mount the new canvas if it has no parent\n this._appendCanvasIfNeeded();\n }\n\n // Special case to support P5.js\n if (opt.p5 && typeof opt.p5 !== 'function') {\n this.props.p5 = opt.p5;\n this.props.p5.draw = () => {\n if (this._isP5Resizing) return;\n this._lastRedrawResult = this.submitDrawCall();\n };\n }\n\n // Update playing state if necessary\n if ('playing' in opt) {\n if (opt.playing) this.play();\n else this.pause();\n }\n\n checkSettings(this._settings);\n\n // Draw new frame\n this.resize();\n this.render();\n return this.props;\n }\n\n resize () {\n const oldSizes = this._getSizeProps();\n\n const settings = this.settings;\n const props = this.props;\n\n // Recompute new properties based on current setup\n const newProps = resizeCanvas(props, settings);\n\n // Assign to current props\n Object.assign(this._props, newProps);\n\n // Now we actually update the canvas width/height and style props\n const {\n pixelRatio,\n canvasWidth,\n canvasHeight,\n styleWidth,\n styleHeight\n } = this.props;\n\n // Update canvas settings\n const canvas = this.props.canvas;\n if (canvas && settings.resizeCanvas !== false) {\n if (props.p5) {\n // P5.js specific edge case\n if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {\n this._isP5Resizing = true;\n // This causes a re-draw :\\ so we ignore draws in the mean time... sorta hacky\n props.p5.pixelDensity(pixelRatio);\n props.p5.resizeCanvas(canvasWidth / pixelRatio, canvasHeight / pixelRatio, false);\n this._isP5Resizing = false;\n }\n } else {\n // Force canvas size\n if (canvas.width !== canvasWidth) canvas.width = canvasWidth;\n if (canvas.height !== canvasHeight) canvas.height = canvasHeight;\n }\n // Update canvas style\n if (isBrowser() && settings.styleCanvas !== false) {\n canvas.style.width = `${styleWidth}px`;\n canvas.style.height = `${styleHeight}px`;\n }\n }\n\n const newSizes = this._getSizeProps();\n let changed = !deepEqual(oldSizes, newSizes);\n if (changed) {\n this._sizeChanged();\n }\n return changed;\n }\n\n _sizeChanged () {\n // Send resize event to sketch\n if (this.sketch && typeof this.sketch.resize === 'function') {\n this.sketch.resize(this.props);\n }\n }\n\n animate () {\n if (!this.props.playing) return;\n if (!isBrowser()) {\n console.error('[canvas-sketch] WARN: Animation in Node.js is not yet supported');\n return;\n }\n this._raf = window.requestAnimationFrame(this._animateHandler);\n\n let now = rightNow();\n\n const fps = this.props.fps;\n const frameIntervalMS = 1000 / fps;\n let deltaTimeMS = now - this._lastTime;\n\n const duration = this.props.duration;\n const hasDuration = typeof duration === 'number' && isFinite(duration);\n\n let isNewFrame = true;\n const playbackRate = this.settings.playbackRate;\n if (playbackRate === 'fixed') {\n deltaTimeMS = frameIntervalMS;\n } else if (playbackRate === 'throttle') {\n if (deltaTimeMS > frameIntervalMS) {\n now = now - (deltaTimeMS % frameIntervalMS);\n this._lastTime = now;\n } else {\n isNewFrame = false;\n }\n } else {\n this._lastTime = now;\n }\n\n const deltaTime = deltaTimeMS / 1000;\n let newTime = this.props.time + deltaTime * this.props.timeScale;\n\n // Handle reverse time scale\n if (newTime < 0 && hasDuration) {\n newTime = duration + newTime;\n }\n\n // Re-start animation\n let isFinished = false;\n let isLoopStart = false;\n\n const looping = this.settings.loop !== false;\n\n if (hasDuration && newTime >= duration) {\n // Re-start animation\n if (looping) {\n isNewFrame = true;\n newTime = newTime % duration;\n isLoopStart = true;\n } else {\n isNewFrame = false;\n newTime = duration;\n isFinished = true;\n }\n\n this._signalEnd();\n }\n\n if (isNewFrame) {\n this.props.deltaTime = deltaTime;\n this.props.time = newTime;\n this.props.playhead = this._computePlayhead(newTime, duration);\n const lastFrame = this.props.frame;\n this.props.frame = this._computeCurrentFrame();\n if (isLoopStart) this._signalBegin();\n if (lastFrame !== this.props.frame) this.tick();\n this.render();\n this.props.deltaTime = 0;\n }\n\n if (isFinished) {\n this.pause();\n }\n }\n\n dispatch (cb) {\n if (typeof cb !== 'function') throw new Error('must pass function into dispatch()');\n cb(this.props);\n this.render();\n }\n\n mount () {\n this._appendCanvasIfNeeded();\n }\n\n unmount () {\n if (isBrowser()) {\n window.removeEventListener('resize', this._resizeHandler);\n this._keyboardShortcuts.detach();\n }\n if (this.props.canvas.parentElement) {\n this.props.canvas.parentElement.removeChild(this.props.canvas);\n }\n }\n\n _appendCanvasIfNeeded () {\n if (!isBrowser()) return;\n if (this.settings.parent !== false && (this.props.canvas && !this.props.canvas.parentElement)) {\n const defaultParent = this.settings.parent || document.body;\n defaultParent.appendChild(this.props.canvas);\n }\n }\n\n _setupGLKey () {\n if (this.props.context) {\n if (isWebGLContext(this.props.context)) {\n this._props.gl = this.props.context;\n } else {\n delete this._props.gl;\n }\n }\n }\n\n getTimeProps (settings = {}) {\n // Get timing data\n let duration = settings.duration;\n let totalFrames = settings.totalFrames;\n const timeScale = defined(settings.timeScale, 1);\n const fps = defined(settings.fps, 24);\n const hasDuration = typeof duration === 'number' && isFinite(duration);\n const hasTotalFrames = typeof totalFrames === 'number' && isFinite(totalFrames);\n\n const totalFramesFromDuration = hasDuration ? Math.floor(fps * duration) : undefined;\n const durationFromTotalFrames = hasTotalFrames ? (totalFrames / fps) : undefined;\n if (hasDuration && hasTotalFrames && totalFramesFromDuration !== totalFrames) {\n throw new Error('You should specify either duration or totalFrames, but not both. Or, they must match exactly.');\n }\n\n if (typeof settings.dimensions === 'undefined' && typeof settings.units !== 'undefined') {\n console.warn(`You've specified a { units } setting but no { dimension }, so the units will be ignored.`);\n }\n\n totalFrames = defined(totalFrames, totalFramesFromDuration, Infinity);\n duration = defined(duration, durationFromTotalFrames, Infinity);\n\n const startTime = settings.time;\n const startFrame = settings.frame;\n const hasStartTime = typeof startTime === 'number' && isFinite(startTime);\n const hasStartFrame = typeof startFrame === 'number' && isFinite(startFrame);\n\n // start at zero unless user specifies frame or time (but not both mismatched)\n let time = 0;\n let frame = 0;\n let playhead = 0;\n if (hasStartTime && hasStartFrame) {\n throw new Error('You should specify either start frame or time, but not both.');\n } else if (hasStartTime) {\n // User specifies time, we infer frames from FPS\n time = startTime;\n playhead = this._computePlayhead(time, duration);\n frame = this._computeFrame(\n playhead, time,\n totalFrames, fps\n );\n } else if (hasStartFrame) {\n // User specifies frame number, we infer time from FPS\n frame = startFrame;\n time = frame / fps;\n playhead = this._computePlayhead(time, duration);\n }\n\n return {\n playhead,\n time,\n frame,\n duration,\n totalFrames,\n fps,\n timeScale\n };\n }\n\n setup (settings = {}) {\n if (this.sketch) throw new Error('Multiple setup() calls not yet supported.');\n\n this._settings = Object.assign({}, settings, this._settings);\n\n checkSettings(this._settings);\n\n // Get initial canvas & context\n const { context, canvas } = createCanvas(this._settings);\n\n const timeProps = this.getTimeProps(this._settings);\n\n // Initial render state features\n this._props = {\n ...timeProps,\n canvas,\n context,\n deltaTime: 0,\n started: false,\n exporting: false,\n playing: false,\n recording: false,\n settings: this.settings,\n data: this.settings.data,\n\n // Export some specific actions to the sketch\n render: () => this.render(),\n togglePlay: () => this.togglePlay(),\n dispatch: (cb) => this.dispatch(cb),\n tick: () => this.tick(),\n resize: () => this.resize(),\n update: (opt) => this.update(opt),\n exportFrame: opt => this.exportFrame(opt),\n record: () => this.record(),\n play: () => this.play(),\n pause: () => this.pause(),\n stop: () => this.stop()\n };\n\n // For WebGL sketches, a gl variable reads a bit better\n this._setupGLKey();\n\n // Trigger initial resize now so that canvas is already sized\n // by the time we load the sketch\n this.resize();\n }\n\n loadAndRun (canvasSketch, newSettings) {\n return this.load(canvasSketch, newSettings).then(() => {\n this.run();\n return this;\n });\n }\n\n unload () {\n this.pause();\n if (!this.sketch) return;\n if (typeof this.sketch.unload === 'function') {\n this._wrapContextScale(props => this.sketch.unload(props));\n }\n this._sketch = null;\n }\n\n destroy () {\n this.unload();\n this.unmount();\n }\n\n load (createSketch, newSettings) {\n // User didn't specify a function\n if (typeof createSketch !== 'function') {\n throw new Error('The function must take in a function as the first parameter. Example:\\n canvasSketcher(() => { ... }, settings)');\n }\n\n if (this.sketch) {\n this.unload();\n }\n\n if (typeof newSettings !== 'undefined') {\n this.update(newSettings);\n }\n\n // This is a bit of a tricky case; we set up the auto-scaling here\n // in case the user decides to render anything to the context *before* the\n // render() function... However, users should instead use begin() function for that.\n this._preRender();\n\n let preload = Promise.resolve();\n\n // Because of P5.js's unusual structure, we have to do a bit of\n // library-specific changes to support it properly.\n if (this.settings.p5) {\n if (!isBrowser()) {\n throw new Error('[canvas-sketch] ERROR: Using p5.js in Node.js is not supported');\n }\n preload = new Promise(resolve => {\n let P5Constructor = this.settings.p5;\n let preload;\n if (P5Constructor.p5) {\n preload = P5Constructor.preload;\n P5Constructor = P5Constructor.p5;\n }\n\n // The sketch setup; disable loop, set sizing, etc.\n const p5Sketch = p5 => {\n // Hook in preload if necessary\n if (preload) p5.preload = () => preload(p5);\n p5.setup = () => {\n const props = this.props;\n const isGL = this.settings.context === 'webgl';\n const renderer = isGL ? p5.WEBGL : p5.P2D;\n p5.noLoop();\n p5.pixelDensity(props.pixelRatio);\n p5.createCanvas(props.viewportWidth, props.viewportHeight, renderer);\n if (isGL && this.settings.attributes) {\n p5.setAttributes(this.settings.attributes);\n }\n\n this.update({ p5, canvas: p5.canvas, context: p5._renderer.drawingContext });\n resolve();\n };\n };\n\n // Support global and instance P5.js modes\n if (typeof P5Constructor === 'function') {\n new P5Constructor(p5Sketch);\n } else {\n if (typeof window.createCanvas !== 'function') {\n throw new Error(\"{ p5 } setting is passed but can't find p5.js in global (window) scope. Maybe you did not create it globally?\\nnew p5(); // <-- attaches to global scope\");\n }\n p5Sketch(window);\n }\n });\n }\n\n return preload.then(() => {\n // Load the user's sketch\n let loader = createSketch(this.props);\n if (!isPromise(loader)) {\n loader = Promise.resolve(loader);\n }\n return loader;\n }).then(sketch => {\n if (!sketch) sketch = {};\n this._sketch = sketch;\n\n // Once the sketch is loaded we can add the events\n if (isBrowser()) {\n this._keyboardShortcuts.attach();\n window.addEventListener('resize', this._resizeHandler);\n }\n\n this._postRender();\n\n // The initial resize() in the constructor will not have\n // triggered a resize() event on the sketch, since it was before\n // the sketch was loaded. So we send the signal here, allowing\n // users to react to the initial size before first render.\n this._sizeChanged();\n return this;\n }).catch(err => {\n console.warn('Could not start sketch, the async loading function rejected with an error:\\n Error: ' + err.message);\n throw err;\n });\n }\n}\n\nexport default SketchManager;\n","import { getClientAPI } from '../util';\n\nexport default function (opt = {}) {\n const handler = ev => {\n if (!opt.enabled()) return;\n\n const client = getClientAPI();\n if (ev.keyCode === 83 && !ev.altKey && (ev.metaKey || ev.ctrlKey)) {\n // Cmd + S\n ev.preventDefault();\n opt.save(ev);\n } else if (ev.keyCode === 32) {\n // Space\n // TODO: what to do with this? keep it, or remove it?\n opt.togglePlay(ev);\n } else if (client && !ev.altKey && ev.keyCode === 75 && (ev.metaKey || ev.ctrlKey)) {\n // Cmd + K, only when canvas-sketch-cli is used\n ev.preventDefault();\n opt.commit(ev);\n }\n };\n\n const attach = () => {\n window.addEventListener('keydown', handler);\n };\n\n const detach = () => {\n window.removeEventListener('keydown', handler);\n };\n\n return {\n attach,\n detach\n };\n}\n","import SketchManager from './core/SketchManager';\nimport PaperSizes from './paper-sizes';\nimport { getClientAPI, defined } from './util';\n\nconst CACHE = 'hot-id-cache';\nconst runtimeCollisions = [];\n\nfunction isHotReload () {\n const client = getClientAPI();\n return client && client.hot;\n}\n\nfunction cacheGet (id) {\n const client = getClientAPI();\n if (!client) return undefined;\n client[CACHE] = client[CACHE] || {};\n return client[CACHE][id];\n}\n\nfunction cachePut (id, data) {\n const client = getClientAPI();\n if (!client) return undefined;\n client[CACHE] = client[CACHE] || {};\n client[CACHE][id] = data;\n}\n\nfunction getTimeProp (oldManager, newSettings) {\n // Static sketches ignore the time persistency\n return newSettings.animate ? { time: oldManager.props.time } : undefined;\n}\n\nfunction canvasSketch (sketch, settings = {}) {\n if (settings.p5) {\n if (settings.canvas || (settings.context && typeof settings.context !== 'string')) {\n throw new Error(`In { p5 } mode, you can't pass your own canvas or context, unless the context is a \"webgl\" or \"2d\" string`);\n }\n\n // Do not create a canvas on startup, since P5.js does that for us\n const context = typeof settings.context === 'string' ? settings.context : false;\n settings = Object.assign({}, settings, { canvas: false, context });\n }\n\n const isHot = isHotReload();\n let hotID;\n if (isHot) {\n // Use a magic name by default, force user to define each sketch if they\n // require more than one in an application. Open to other ideas on how to tackle\n // this as well...\n hotID = defined(settings.id, '$__DEFAULT_CANVAS_SKETCH_ID__$');\n }\n let isInjecting = isHot && typeof hotID === 'string';\n\n if (isInjecting && runtimeCollisions.includes(hotID)) {\n console.warn(`Warning: You have multiple calls to canvasSketch() in --hot mode. You must pass unique { id } strings in settings to enable hot reload across multiple sketches. `, hotID);\n isInjecting = false;\n }\n\n let preload = Promise.resolve();\n\n if (isInjecting) {\n // Mark this as already spotted in this runtime instance\n runtimeCollisions.push(hotID);\n\n const previousData = cacheGet(hotID);\n if (previousData) {\n const next = () => {\n // Grab new props from old sketch instance\n const newProps = getTimeProp(previousData.manager, settings);\n // Destroy the old instance\n previousData.manager.destroy();\n // Pass along new props\n return newProps;\n };\n\n // Move along the next data...\n preload = previousData.load.then(next).catch(next);\n }\n }\n\n return preload.then(newProps => {\n const manager = new SketchManager();\n let result;\n if (sketch) {\n // Merge with incoming data\n settings = Object.assign({}, settings, newProps);\n\n // Apply settings and create a canvas\n manager.setup(settings);\n\n // Mount to DOM\n manager.mount();\n\n // load the sketch first\n result = manager.loadAndRun(sketch);\n } else {\n result = Promise.resolve(manager);\n }\n if (isInjecting) {\n cachePut(hotID, { load: result, manager });\n }\n return result;\n });\n}\n\n// TODO: Figure out a nice way to export things.\ncanvasSketch.canvasSketch = canvasSketch;\ncanvasSketch.PaperSizes = PaperSizes;\n\nexport default canvasSketch;\n","/* MIT license */\n\nmodule.exports = {\n rgb2hsl: rgb2hsl,\n rgb2hsv: rgb2hsv,\n rgb2hwb: rgb2hwb,\n rgb2cmyk: rgb2cmyk,\n rgb2keyword: rgb2keyword,\n rgb2xyz: rgb2xyz,\n rgb2lab: rgb2lab,\n rgb2lch: rgb2lch,\n\n hsl2rgb: hsl2rgb,\n hsl2hsv: hsl2hsv,\n hsl2hwb: hsl2hwb,\n hsl2cmyk: hsl2cmyk,\n hsl2keyword: hsl2keyword,\n\n hsv2rgb: hsv2rgb,\n hsv2hsl: hsv2hsl,\n hsv2hwb: hsv2hwb,\n hsv2cmyk: hsv2cmyk,\n hsv2keyword: hsv2keyword,\n\n hwb2rgb: hwb2rgb,\n hwb2hsl: hwb2hsl,\n hwb2hsv: hwb2hsv,\n hwb2cmyk: hwb2cmyk,\n hwb2keyword: hwb2keyword,\n\n cmyk2rgb: cmyk2rgb,\n cmyk2hsl: cmyk2hsl,\n cmyk2hsv: cmyk2hsv,\n cmyk2hwb: cmyk2hwb,\n cmyk2keyword: cmyk2keyword,\n\n keyword2rgb: keyword2rgb,\n keyword2hsl: keyword2hsl,\n keyword2hsv: keyword2hsv,\n keyword2hwb: keyword2hwb,\n keyword2cmyk: keyword2cmyk,\n keyword2lab: keyword2lab,\n keyword2xyz: keyword2xyz,\n\n xyz2rgb: xyz2rgb,\n xyz2lab: xyz2lab,\n xyz2lch: xyz2lch,\n\n lab2xyz: lab2xyz,\n lab2rgb: lab2rgb,\n lab2lch: lab2lch,\n\n lch2lab: lch2lab,\n lch2xyz: lch2xyz,\n lch2rgb: lch2rgb\n}\n\n\nfunction rgb2hsl(rgb) {\n var r = rgb[0]/255,\n g = rgb[1]/255,\n b = rgb[2]/255,\n min = Math.min(r, g, b),\n max = Math.max(r, g, b),\n delta = max - min,\n h, s, l;\n\n if (max == min)\n h = 0;\n else if (r == max)\n h = (g - b) / delta;\n else if (g == max)\n h = 2 + (b - r) / delta;\n else if (b == max)\n h = 4 + (r - g)/ delta;\n\n h = Math.min(h * 60, 360);\n\n if (h < 0)\n h += 360;\n\n l = (min + max) / 2;\n\n if (max == min)\n s = 0;\n else if (l <= 0.5)\n s = delta / (max + min);\n else\n s = delta / (2 - max - min);\n\n return [h, s * 100, l * 100];\n}\n\nfunction rgb2hsv(rgb) {\n var r = rgb[0],\n g = rgb[1],\n b = rgb[2],\n min = Math.min(r, g, b),\n max = Math.max(r, g, b),\n delta = max - min,\n h, s, v;\n\n if (max == 0)\n s = 0;\n else\n s = (delta/max * 1000)/10;\n\n if (max == min)\n h = 0;\n else if (r == max)\n h = (g - b) / delta;\n else if (g == max)\n h = 2 + (b - r) / delta;\n else if (b == max)\n h = 4 + (r - g) / delta;\n\n h = Math.min(h * 60, 360);\n\n if (h < 0)\n h += 360;\n\n v = ((max / 255) * 1000) / 10;\n\n return [h, s, v];\n}\n\nfunction rgb2hwb(rgb) {\n var r = rgb[0],\n g = rgb[1],\n b = rgb[2],\n h = rgb2hsl(rgb)[0],\n w = 1/255 * Math.min(r, Math.min(g, b)),\n b = 1 - 1/255 * Math.max(r, Math.max(g, b));\n\n return [h, w * 100, b * 100];\n}\n\nfunction rgb2cmyk(rgb) {\n var r = rgb[0] / 255,\n g = rgb[1] / 255,\n b = rgb[2] / 255,\n c, m, y, k;\n\n k = Math.min(1 - r, 1 - g, 1 - b);\n c = (1 - r - k) / (1 - k) || 0;\n m = (1 - g - k) / (1 - k) || 0;\n y = (1 - b - k) / (1 - k) || 0;\n return [c * 100, m * 100, y * 100, k * 100];\n}\n\nfunction rgb2keyword(rgb) {\n return reverseKeywords[JSON.stringify(rgb)];\n}\n\nfunction rgb2xyz(rgb) {\n var r = rgb[0] / 255,\n g = rgb[1] / 255,\n b = rgb[2] / 255;\n\n // assume sRGB\n r = r > 0.04045 ? Math.pow(((r + 0.055) / 1.055), 2.4) : (r / 12.92);\n g = g > 0.04045 ? Math.pow(((g + 0.055) / 1.055), 2.4) : (g / 12.92);\n b = b > 0.04045 ? Math.pow(((b + 0.055) / 1.055), 2.4) : (b / 12.92);\n\n var x = (r * 0.4124) + (g * 0.3576) + (b * 0.1805);\n var y = (r * 0.2126) + (g * 0.7152) + (b * 0.0722);\n var z = (r * 0.0193) + (g * 0.1192) + (b * 0.9505);\n\n return [x * 100, y *100, z * 100];\n}\n\nfunction rgb2lab(rgb) {\n var xyz = rgb2xyz(rgb),\n x = xyz[0],\n y = xyz[1],\n z = xyz[2],\n l, a, b;\n\n x /= 95.047;\n y /= 100;\n z /= 108.883;\n\n x = x > 0.008856 ? Math.pow(x, 1/3) : (7.787 * x) + (16 / 116);\n y = y > 0.008856 ? Math.pow(y, 1/3) : (7.787 * y) + (16 / 116);\n z = z > 0.008856 ? Math.pow(z, 1/3) : (7.787 * z) + (16 / 116);\n\n l = (116 * y) - 16;\n a = 500 * (x - y);\n b = 200 * (y - z);\n\n return [l, a, b];\n}\n\nfunction rgb2lch(args) {\n return lab2lch(rgb2lab(args));\n}\n\nfunction hsl2rgb(hsl) {\n var h = hsl[0] / 360,\n s = hsl[1] / 100,\n l = hsl[2] / 100,\n t1, t2, t3, rgb, val;\n\n if (s == 0) {\n val = l * 255;\n return [val, val, val];\n }\n\n if (l < 0.5)\n t2 = l * (1 + s);\n else\n t2 = l + s - l * s;\n t1 = 2 * l - t2;\n\n rgb = [0, 0, 0];\n for (var i = 0; i < 3; i++) {\n t3 = h + 1 / 3 * - (i - 1);\n t3 < 0 && t3++;\n t3 > 1 && t3--;\n\n if (6 * t3 < 1)\n val = t1 + (t2 - t1) * 6 * t3;\n else if (2 * t3 < 1)\n val = t2;\n else if (3 * t3 < 2)\n val = t1 + (t2 - t1) * (2 / 3 - t3) * 6;\n else\n val = t1;\n\n rgb[i] = val * 255;\n }\n\n return rgb;\n}\n\nfunction hsl2hsv(hsl) {\n var h = hsl[0],\n s = hsl[1] / 100,\n l = hsl[2] / 100,\n sv, v;\n\n if(l === 0) {\n // no need to do calc on black\n // also avoids divide by 0 error\n return [0, 0, 0];\n }\n\n l *= 2;\n s *= (l <= 1) ? l : 2 - l;\n v = (l + s) / 2;\n sv = (2 * s) / (l + s);\n return [h, sv * 100, v * 100];\n}\n\nfunction hsl2hwb(args) {\n return rgb2hwb(hsl2rgb(args));\n}\n\nfunction hsl2cmyk(args) {\n return rgb2cmyk(hsl2rgb(args));\n}\n\nfunction hsl2keyword(args) {\n return rgb2keyword(hsl2rgb(args));\n}\n\n\nfunction hsv2rgb(hsv) {\n var h = hsv[0] / 60,\n s = hsv[1] / 100,\n v = hsv[2] / 100,\n hi = Math.floor(h) % 6;\n\n var f = h - Math.floor(h),\n p = 255 * v * (1 - s),\n q = 255 * v * (1 - (s * f)),\n t = 255 * v * (1 - (s * (1 - f))),\n v = 255 * v;\n\n switch(hi) {\n case 0:\n return [v, t, p];\n case 1:\n return [q, v, p];\n case 2:\n return [p, v, t];\n case 3:\n return [p, q, v];\n case 4:\n return [t, p, v];\n case 5:\n return [v, p, q];\n }\n}\n\nfunction hsv2hsl(hsv) {\n var h = hsv[0],\n s = hsv[1] / 100,\n v = hsv[2] / 100,\n sl, l;\n\n l = (2 - s) * v;\n sl = s * v;\n sl /= (l <= 1) ? l : 2 - l;\n sl = sl || 0;\n l /= 2;\n return [h, sl * 100, l * 100];\n}\n\nfunction hsv2hwb(args) {\n return rgb2hwb(hsv2rgb(args))\n}\n\nfunction hsv2cmyk(args) {\n return rgb2cmyk(hsv2rgb(args));\n}\n\nfunction hsv2keyword(args) {\n return rgb2keyword(hsv2rgb(args));\n}\n\n// http://dev.w3.org/csswg/css-color/#hwb-to-rgb\nfunction hwb2rgb(hwb) {\n var h = hwb[0] / 360,\n wh = hwb[1] / 100,\n bl = hwb[2] / 100,\n ratio = wh + bl,\n i, v, f, n;\n\n // wh + bl cant be > 1\n if (ratio > 1) {\n wh /= ratio;\n bl /= ratio;\n }\n\n i = Math.floor(6 * h);\n v = 1 - bl;\n f = 6 * h - i;\n if ((i & 0x01) != 0) {\n f = 1 - f;\n }\n n = wh + f * (v - wh); // linear interpolation\n\n switch (i) {\n default:\n case 6:\n case 0: r = v; g = n; b = wh; break;\n case 1: r = n; g = v; b = wh; break;\n case 2: r = wh; g = v; b = n; break;\n case 3: r = wh; g = n; b = v; break;\n case 4: r = n; g = wh; b = v; break;\n case 5: r = v; g = wh; b = n; break;\n }\n\n return [r * 255, g * 255, b * 255];\n}\n\nfunction hwb2hsl(args) {\n return rgb2hsl(hwb2rgb(args));\n}\n\nfunction hwb2hsv(args) {\n return rgb2hsv(hwb2rgb(args));\n}\n\nfunction hwb2cmyk(args) {\n return rgb2cmyk(hwb2rgb(args));\n}\n\nfunction hwb2keyword(args) {\n return rgb2keyword(hwb2rgb(args));\n}\n\nfunction cmyk2rgb(cmyk) {\n var c = cmyk[0] / 100,\n m = cmyk[1] / 100,\n y = cmyk[2] / 100,\n k = cmyk[3] / 100,\n r, g, b;\n\n r = 1 - Math.min(1, c * (1 - k) + k);\n g = 1 - Math.min(1, m * (1 - k) + k);\n b = 1 - Math.min(1, y * (1 - k) + k);\n return [r * 255, g * 255, b * 255];\n}\n\nfunction cmyk2hsl(args) {\n return rgb2hsl(cmyk2rgb(args));\n}\n\nfunction cmyk2hsv(args) {\n return rgb2hsv(cmyk2rgb(args));\n}\n\nfunction cmyk2hwb(args) {\n return rgb2hwb(cmyk2rgb(args));\n}\n\nfunction cmyk2keyword(args) {\n return rgb2keyword(cmyk2rgb(args));\n}\n\n\nfunction xyz2rgb(xyz) {\n var x = xyz[0] / 100,\n y = xyz[1] / 100,\n z = xyz[2] / 100,\n r, g, b;\n\n r = (x * 3.2406) + (y * -1.5372) + (z * -0.4986);\n g = (x * -0.9689) + (y * 1.8758) + (z * 0.0415);\n b = (x * 0.0557) + (y * -0.2040) + (z * 1.0570);\n\n // assume sRGB\n r = r > 0.0031308 ? ((1.055 * Math.pow(r, 1.0 / 2.4)) - 0.055)\n : r = (r * 12.92);\n\n g = g > 0.0031308 ? ((1.055 * Math.pow(g, 1.0 / 2.4)) - 0.055)\n : g = (g * 12.92);\n\n b = b > 0.0031308 ? ((1.055 * Math.pow(b, 1.0 / 2.4)) - 0.055)\n : b = (b * 12.92);\n\n r = Math.min(Math.max(0, r), 1);\n g = Math.min(Math.max(0, g), 1);\n b = Math.min(Math.max(0, b), 1);\n\n return [r * 255, g * 255, b * 255];\n}\n\nfunction xyz2lab(xyz) {\n var x = xyz[0],\n y = xyz[1],\n z = xyz[2],\n l, a, b;\n\n x /= 95.047;\n y /= 100;\n z /= 108.883;\n\n x = x > 0.008856 ? Math.pow(x, 1/3) : (7.787 * x) + (16 / 116);\n y = y > 0.008856 ? Math.pow(y, 1/3) : (7.787 * y) + (16 / 116);\n z = z > 0.008856 ? Math.pow(z, 1/3) : (7.787 * z) + (16 / 116);\n\n l = (116 * y) - 16;\n a = 500 * (x - y);\n b = 200 * (y - z);\n\n return [l, a, b];\n}\n\nfunction xyz2lch(args) {\n return lab2lch(xyz2lab(args));\n}\n\nfunction lab2xyz(lab) {\n var l = lab[0],\n a = lab[1],\n b = lab[2],\n x, y, z, y2;\n\n if (l <= 8) {\n y = (l * 100) / 903.3;\n y2 = (7.787 * (y / 100)) + (16 / 116);\n } else {\n y = 100 * Math.pow((l + 16) / 116, 3);\n y2 = Math.pow(y / 100, 1/3);\n }\n\n x = x / 95.047 <= 0.008856 ? x = (95.047 * ((a / 500) + y2 - (16 / 116))) / 7.787 : 95.047 * Math.pow((a / 500) + y2, 3);\n\n z = z / 108.883 <= 0.008859 ? z = (108.883 * (y2 - (b / 200) - (16 / 116))) / 7.787 : 108.883 * Math.pow(y2 - (b / 200), 3);\n\n return [x, y, z];\n}\n\nfunction lab2lch(lab) {\n var l = lab[0],\n a = lab[1],\n b = lab[2],\n hr, h, c;\n\n hr = Math.atan2(b, a);\n h = hr * 360 / 2 / Math.PI;\n if (h < 0) {\n h += 360;\n }\n c = Math.sqrt(a * a + b * b);\n return [l, c, h];\n}\n\nfunction lab2rgb(args) {\n return xyz2rgb(lab2xyz(args));\n}\n\nfunction lch2lab(lch) {\n var l = lch[0],\n c = lch[1],\n h = lch[2],\n a, b, hr;\n\n hr = h / 360 * 2 * Math.PI;\n a = c * Math.cos(hr);\n b = c * Math.sin(hr);\n return [l, a, b];\n}\n\nfunction lch2xyz(args) {\n return lab2xyz(lch2lab(args));\n}\n\nfunction lch2rgb(args) {\n return lab2rgb(lch2lab(args));\n}\n\nfunction keyword2rgb(keyword) {\n return cssKeywords[keyword];\n}\n\nfunction keyword2hsl(args) {\n return rgb2hsl(keyword2rgb(args));\n}\n\nfunction keyword2hsv(args) {\n return rgb2hsv(keyword2rgb(args));\n}\n\nfunction keyword2hwb(args) {\n return rgb2hwb(keyword2rgb(args));\n}\n\nfunction keyword2cmyk(args) {\n return rgb2cmyk(keyword2rgb(args));\n}\n\nfunction keyword2lab(args) {\n return rgb2lab(keyword2rgb(args));\n}\n\nfunction keyword2xyz(args) {\n return rgb2xyz(keyword2rgb(args));\n}\n\nvar cssKeywords = {\n aliceblue: [240,248,255],\n antiquewhite: [250,235,215],\n aqua: [0,255,255],\n aquamarine: [127,255,212],\n azure: [240,255,255],\n beige: [245,245,220],\n bisque: [255,228,196],\n black: [0,0,0],\n blanchedalmond: [255,235,205],\n blue: [0,0,255],\n blueviolet: [138,43,226],\n brown: [165,42,42],\n burlywood: [222,184,135],\n cadetblue: [95,158,160],\n chartreuse: [127,255,0],\n chocolate: [210,105,30],\n coral: [255,127,80],\n cornflowerblue: [100,149,237],\n cornsilk: [255,248,220],\n crimson: [220,20,60],\n cyan: [0,255,255],\n darkblue: [0,0,139],\n darkcyan: [0,139,139],\n darkgoldenrod: [184,134,11],\n darkgray: [169,169,169],\n darkgreen: [0,100,0],\n darkgrey: [169,169,169],\n darkkhaki: [189,183,107],\n darkmagenta: [139,0,139],\n darkolivegreen: [85,107,47],\n darkorange: [255,140,0],\n darkorchid: [153,50,204],\n darkred: [139,0,0],\n darksalmon: [233,150,122],\n darkseagreen: [143,188,143],\n darkslateblue: [72,61,139],\n darkslategray: [47,79,79],\n darkslategrey: [47,79,79],\n darkturquoise: [0,206,209],\n darkviolet: [148,0,211],\n deeppink: [255,20,147],\n deepskyblue: [0,191,255],\n dimgray: [105,105,105],\n dimgrey: [105,105,105],\n dodgerblue: [30,144,255],\n firebrick: [178,34,34],\n floralwhite: [255,250,240],\n forestgreen: [34,139,34],\n fuchsia: [255,0,255],\n gainsboro: [220,220,220],\n ghostwhite: [248,248,255],\n gold: [255,215,0],\n goldenrod: [218,165,32],\n gray: [128,128,128],\n green: [0,128,0],\n greenyellow: [173,255,47],\n grey: [128,128,128],\n honeydew: [240,255,240],\n hotpink: [255,105,180],\n indianred: [205,92,92],\n indigo: [75,0,130],\n ivory: [255,255,240],\n khaki: [240,230,140],\n lavender: [230,230,250],\n lavenderblush: [255,240,245],\n lawngreen: [124,252,0],\n lemonchiffon: [255,250,205],\n lightblue: [173,216,230],\n lightcoral: [240,128,128],\n lightcyan: [224,255,255],\n lightgoldenrodyellow: [250,250,210],\n lightgray: [211,211,211],\n lightgreen: [144,238,144],\n lightgrey: [211,211,211],\n lightpink: [255,182,193],\n lightsalmon: [255,160,122],\n lightseagreen: [32,178,170],\n lightskyblue: [135,206,250],\n lightslategray: [119,136,153],\n lightslategrey: [119,136,153],\n lightsteelblue: [176,196,222],\n lightyellow: [255,255,224],\n lime: [0,255,0],\n limegreen: [50,205,50],\n linen: [250,240,230],\n magenta: [255,0,255],\n maroon: [128,0,0],\n mediumaquamarine: [102,205,170],\n mediumblue: [0,0,205],\n mediumorchid: [186,85,211],\n mediumpurple: [147,112,219],\n mediumseagreen: [60,179,113],\n mediumslateblue: [123,104,238],\n mediumspringgreen: [0,250,154],\n mediumturquoise: [72,209,204],\n mediumvioletred: [199,21,133],\n midnightblue: [25,25,112],\n mintcream: [245,255,250],\n mistyrose: [255,228,225],\n moccasin: [255,228,181],\n navajowhite: [255,222,173],\n navy: [0,0,128],\n oldlace: [253,245,230],\n olive: [128,128,0],\n olivedrab: [107,142,35],\n orange: [255,165,0],\n orangered: [255,69,0],\n orchid: [218,112,214],\n palegoldenrod: [238,232,170],\n palegreen: [152,251,152],\n paleturquoise: [175,238,238],\n palevioletred: [219,112,147],\n papayawhip: [255,239,213],\n peachpuff: [255,218,185],\n peru: [205,133,63],\n pink: [255,192,203],\n plum: [221,160,221],\n powderblue: [176,224,230],\n purple: [128,0,128],\n rebeccapurple: [102, 51, 153],\n red: [255,0,0],\n rosybrown: [188,143,143],\n royalblue: [65,105,225],\n saddlebrown: [139,69,19],\n salmon: [250,128,114],\n sandybrown: [244,164,96],\n seagreen: [46,139,87],\n seashell: [255,245,238],\n sienna: [160,82,45],\n silver: [192,192,192],\n skyblue: [135,206,235],\n slateblue: [106,90,205],\n slategray: [112,128,144],\n slategrey: [112,128,144],\n snow: [255,250,250],\n springgreen: [0,255,127],\n steelblue: [70,130,180],\n tan: [210,180,140],\n teal: [0,128,128],\n thistle: [216,191,216],\n tomato: [255,99,71],\n turquoise: [64,224,208],\n violet: [238,130,238],\n wheat: [245,222,179],\n white: [255,255,255],\n whitesmoke: [245,245,245],\n yellow: [255,255,0],\n yellowgreen: [154,205,50]\n};\n\nvar reverseKeywords = {};\nfor (var key in cssKeywords) {\n reverseKeywords[JSON.stringify(cssKeywords[key])] = key;\n}\n","var conversions = require(\"./conversions\");\n\nvar convert = function() {\n return new Converter();\n}\n\nfor (var func in conversions) {\n // export Raw versions\n convert[func + \"Raw\"] = (function(func) {\n // accept array or plain args\n return function(arg) {\n if (typeof arg == \"number\")\n arg = Array.prototype.slice.call(arguments);\n return conversions[func](arg);\n }\n })(func);\n\n var pair = /(\\w+)2(\\w+)/.exec(func),\n from = pair[1],\n to = pair[2];\n\n // export rgb2hsl and [\"rgb\"][\"hsl\"]\n convert[from] = convert[from] || {};\n\n convert[from][to] = convert[func] = (function(func) { \n return function(arg) {\n if (typeof arg == \"number\")\n arg = Array.prototype.slice.call(arguments);\n \n var val = conversions[func](arg);\n if (typeof val == \"string\" || val === undefined)\n return val; // keyword\n\n for (var i = 0; i < val.length; i++)\n val[i] = Math.round(val[i]);\n return val;\n }\n })(func);\n}\n\n\n/* Converter does lazy conversion and caching */\nvar Converter = function() {\n this.convs = {};\n};\n\n/* Either get the values for a space or\n set the values for a space, depending on args */\nConverter.prototype.routeSpace = function(space, args) {\n var values = args[0];\n if (values === undefined) {\n // color.rgb()\n return this.getValues(space);\n }\n // color.rgb(10, 10, 10)\n if (typeof values == \"number\") {\n values = Array.prototype.slice.call(args); \n }\n\n return this.setValues(space, values);\n};\n \n/* Set the values for a space, invalidating cache */\nConverter.prototype.setValues = function(space, values) {\n this.space = space;\n this.convs = {};\n this.convs[space] = values;\n return this;\n};\n\n/* Get the values for a space. If there's already\n a conversion for the space, fetch it, otherwise\n compute it */\nConverter.prototype.getValues = function(space) {\n var vals = this.convs[space];\n if (!vals) {\n var fspace = this.space,\n from = this.convs[fspace];\n vals = convert[fspace][space](from);\n\n this.convs[space] = vals;\n }\n return vals;\n};\n\n[\"rgb\", \"hsl\", \"hsv\", \"cmyk\", \"keyword\"].forEach(function(space) {\n Converter.prototype[space] = function(vals) {\n return this.routeSpace(space, arguments);\n }\n});\n\nmodule.exports = convert;","var defined = require('defined');\nvar units = [ 'mm', 'cm', 'm', 'pc', 'pt', 'in', 'ft', 'px' ];\n\nvar conversions = {\n // metric\n m: {\n system: 'metric',\n factor: 1\n },\n cm: {\n system: 'metric',\n factor: 1 / 100\n },\n mm: {\n system: 'metric',\n factor: 1 / 1000\n },\n // imperial\n pt: {\n system: 'imperial',\n factor: 1 / 72\n },\n pc: {\n system: 'imperial',\n factor: 1 / 6\n },\n in: {\n system: 'imperial',\n factor: 1\n },\n ft: {\n system: 'imperial',\n factor: 12\n }\n};\n\nconst anchors = {\n metric: {\n unit: 'm',\n ratio: 1 / 0.0254\n },\n imperial: {\n unit: 'in',\n ratio: 0.0254\n }\n};\n\nfunction round (value, decimals) {\n return Number(Math.round(value + 'e' + decimals) + 'e-' + decimals);\n}\n\nfunction convertDistance (value, fromUnit, toUnit, opts) {\n if (typeof value !== 'number' || !isFinite(value)) throw new Error('Value must be a finite number');\n if (!fromUnit || !toUnit) throw new Error('Must specify from and to units');\n\n opts = opts || {};\n var pixelsPerInch = defined(opts.pixelsPerInch, 96);\n var precision = opts.precision;\n var roundPixel = opts.roundPixel !== false;\n\n fromUnit = fromUnit.toLowerCase();\n toUnit = toUnit.toLowerCase();\n\n if (units.indexOf(fromUnit) === -1) throw new Error('Invalid from unit \"' + fromUnit + '\", must be one of: ' + units.join(', '));\n if (units.indexOf(toUnit) === -1) throw new Error('Invalid from unit \"' + toUnit + '\", must be one of: ' + units.join(', '));\n\n if (fromUnit === toUnit) {\n // We don't need to convert from A to B since they are the same already\n return value;\n }\n\n var toFactor = 1;\n var fromFactor = 1;\n var isToPixel = false;\n\n if (fromUnit === 'px') {\n fromFactor = 1 / pixelsPerInch;\n fromUnit = 'in';\n }\n if (toUnit === 'px') {\n isToPixel = true;\n toFactor = pixelsPerInch;\n toUnit = 'in';\n }\n\n var fromUnitData = conversions[fromUnit];\n var toUnitData = conversions[toUnit];\n\n // source to anchor inside source's system\n var anchor = value * fromUnitData.factor * fromFactor;\n\n // if systems differ, convert one to another\n if (fromUnitData.system !== toUnitData.system) {\n // regular 'm' to 'in' and so forth\n anchor *= anchors[fromUnitData.system].ratio;\n }\n\n var result = anchor / toUnitData.factor * toFactor;\n if (isToPixel && roundPixel) {\n result = Math.round(result);\n } else if (typeof precision === 'number' && isFinite(precision)) {\n result = round(result, precision);\n }\n return result;\n}\n\nmodule.exports = convertDistance;\nmodule.exports.units = units;\n","module.exports = function () {\n for (var i = 0; i < arguments.length; i++) {\n if (arguments[i] !== undefined) return arguments[i];\n }\n};\n","var convert = require('color-convert');\n\nmodule.exports = function (cstr) {\n var m, conv, parts, alpha;\n if (m = /^((?:rgb|hs[lv]|cmyk|xyz|lab)a?)\\s*\\(([^\\)]*)\\)/.exec(cstr)) {\n var name = m[1];\n var base = name.replace(/a$/, '');\n var size = base === 'cmyk' ? 4 : 3;\n conv = convert[base];\n \n parts = m[2].replace(/^\\s+|\\s+$/g, '')\n .split(/\\s*,\\s*/)\n .map(function (x, i) {\n if (/%$/.test(x) && i === size) {\n return parseFloat(x) / 100;\n }\n else if (/%$/.test(x)) {\n return parseFloat(x);\n }\n return parseFloat(x);\n })\n ;\n if (name === base) parts.push(1);\n alpha = parts[size] === undefined ? 1 : parts[size];\n parts = parts.slice(0, size);\n \n conv[base] = function () { return parts };\n }\n else if (/^#[A-Fa-f0-9]+$/.test(cstr)) {\n var base = cstr.replace(/^#/,'');\n var size = base.length;\n conv = convert.rgb;\n parts = base.split(size === 3 ? /(.)/ : /(..)/);\n parts = parts.filter(Boolean)\n .map(function (x) {\n if (size === 3) {\n return parseInt(x + x, 16);\n }\n else {\n return parseInt(x, 16)\n }\n })\n ;\n alpha = 1;\n conv.rgb = function () { return parts };\n if (!parts[0]) parts[0] = 0;\n if (!parts[1]) parts[1] = 0;\n if (!parts[2]) parts[2] = 0;\n }\n else {\n conv = convert.keyword;\n conv.keyword = function () { return cstr };\n parts = cstr;\n alpha = 1;\n }\n \n var res = {\n rgb: undefined,\n hsl: undefined,\n hsv: undefined,\n cmyk: undefined,\n keyword: undefined,\n hex: undefined\n };\n try { res.rgb = conv.rgb(parts) } catch (e) {}\n try { res.hsl = conv.hsl(parts) } catch (e) {}\n try { res.hsv = conv.hsv(parts) } catch (e) {}\n try { res.cmyk = conv.cmyk(parts) } catch (e) {}\n try { res.keyword = conv.keyword(parts) } catch (e) {}\n \n if (res.rgb) res.hex = '#' + res.rgb.map(function (x) {\n var s = x.toString(16);\n if (s.length === 1) return '0' + s;\n return s;\n }).join('');\n \n if (res.rgb) res.rgba = res.rgb.concat(alpha);\n if (res.hsl) res.hsla = res.hsl.concat(alpha);\n if (res.hsv) res.hsva = res.hsv.concat(alpha);\n if (res.cmyk) res.cmyka = res.cmyk.concat(alpha);\n \n return res;\n};\n","module.exports = primitiveQuad\n\nfunction primitiveQuad (scale) {\n scale = typeof scale !== 'undefined' ? scale : 1\n if (!Array.isArray(scale)) {\n scale = [scale, scale]\n }\n\n var positions = [\n [-scale[0], -scale[1], 0],\n [scale[0], -scale[1], 0],\n [scale[0], scale[1], 0],\n [-scale[0], scale[1], 0]\n ]\n var cells = [\n [0, 1, 2],\n [2, 3, 0]\n ]\n var uvs = [[0, 0], [1, 0], [1, 1], [0, 1]]\n var n = [0, 0, -1]\n var normals = [ n.slice(), n.slice(), n.slice(), n.slice() ]\n return {\n positions: positions,\n cells: cells,\n uvs: uvs,\n normals: normals\n }\n}\n","(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (global.createREGL = factory());\n}(this, (function () { 'use strict';\n\nvar isTypedArray = function (x) {\n return (\n x instanceof Uint8Array ||\n x instanceof Uint16Array ||\n x instanceof Uint32Array ||\n x instanceof Int8Array ||\n x instanceof Int16Array ||\n x instanceof Int32Array ||\n x instanceof Float32Array ||\n x instanceof Float64Array ||\n x instanceof Uint8ClampedArray\n )\n}\n\nvar extend = function (base, opts) {\n var keys = Object.keys(opts)\n for (var i = 0; i < keys.length; ++i) {\n base[keys[i]] = opts[keys[i]]\n }\n return base\n}\n\n// Error checking and parameter validation.\n//\n// Statements for the form `check.someProcedure(...)` get removed by\n// a browserify transform for optimized/minified bundles.\n//\n/* globals atob */\nvar endl = '\\n'\n\n// only used for extracting shader names. if atob not present, then errors\n// will be slightly crappier\nfunction decodeB64 (str) {\n if (typeof atob !== 'undefined') {\n return atob(str)\n }\n return 'base64:' + str\n}\n\nfunction raise (message) {\n var error = new Error('(regl) ' + message)\n console.error(error)\n throw error\n}\n\nfunction check (pred, message) {\n if (!pred) {\n raise(message)\n }\n}\n\nfunction encolon (message) {\n if (message) {\n return ': ' + message\n }\n return ''\n}\n\nfunction checkParameter (param, possibilities, message) {\n if (!(param in possibilities)) {\n raise('unknown parameter (' + param + ')' + encolon(message) +\n '. possible values: ' + Object.keys(possibilities).join())\n }\n}\n\nfunction checkIsTypedArray (data, message) {\n if (!isTypedArray(data)) {\n raise(\n 'invalid parameter type' + encolon(message) +\n '. must be a typed array')\n }\n}\n\nfunction standardTypeEh (value, type) {\n switch (type) {\n case 'number': return typeof value === 'number'\n case 'object': return typeof value === 'object'\n case 'string': return typeof value === 'string'\n case 'boolean': return typeof value === 'boolean'\n case 'function': return typeof value === 'function'\n case 'undefined': return typeof value === 'undefined'\n case 'symbol': return typeof value === 'symbol'\n }\n}\n\nfunction checkTypeOf (value, type, message) {\n if (!standardTypeEh(value, type)) {\n raise(\n 'invalid parameter type' + encolon(message) +\n '. expected ' + type + ', got ' + (typeof value))\n }\n}\n\nfunction checkNonNegativeInt (value, message) {\n if (!((value >= 0) &&\n ((value | 0) === value))) {\n raise('invalid parameter type, (' + value + ')' + encolon(message) +\n '. must be a nonnegative integer')\n }\n}\n\nfunction checkOneOf (value, list, message) {\n if (list.indexOf(value) < 0) {\n raise('invalid value' + encolon(message) + '. must be one of: ' + list)\n }\n}\n\nvar constructorKeys = [\n 'gl',\n 'canvas',\n 'container',\n 'attributes',\n 'pixelRatio',\n 'extensions',\n 'optionalExtensions',\n 'profile',\n 'onDone'\n]\n\nfunction checkConstructor (obj) {\n Object.keys(obj).forEach(function (key) {\n if (constructorKeys.indexOf(key) < 0) {\n raise('invalid regl constructor argument \"' + key + '\". must be one of ' + constructorKeys)\n }\n })\n}\n\nfunction leftPad (str, n) {\n str = str + ''\n while (str.length < n) {\n str = ' ' + str\n }\n return str\n}\n\nfunction ShaderFile () {\n this.name = 'unknown'\n this.lines = []\n this.index = {}\n this.hasErrors = false\n}\n\nfunction ShaderLine (number, line) {\n this.number = number\n this.line = line\n this.errors = []\n}\n\nfunction ShaderError (fileNumber, lineNumber, message) {\n this.file = fileNumber\n this.line = lineNumber\n this.message = message\n}\n\nfunction guessCommand () {\n var error = new Error()\n var stack = (error.stack || error).toString()\n var pat = /compileProcedure.*\\n\\s*at.*\\((.*)\\)/.exec(stack)\n if (pat) {\n return pat[1]\n }\n var pat2 = /compileProcedure.*\\n\\s*at\\s+(.*)(\\n|$)/.exec(stack)\n if (pat2) {\n return pat2[1]\n }\n return 'unknown'\n}\n\nfunction guessCallSite () {\n var error = new Error()\n var stack = (error.stack || error).toString()\n var pat = /at REGLCommand.*\\n\\s+at.*\\((.*)\\)/.exec(stack)\n if (pat) {\n return pat[1]\n }\n var pat2 = /at REGLCommand.*\\n\\s+at\\s+(.*)\\n/.exec(stack)\n if (pat2) {\n return pat2[1]\n }\n return 'unknown'\n}\n\nfunction parseSource (source, command) {\n var lines = source.split('\\n')\n var lineNumber = 1\n var fileNumber = 0\n var files = {\n unknown: new ShaderFile(),\n 0: new ShaderFile()\n }\n files.unknown.name = files[0].name = command || guessCommand()\n files.unknown.lines.push(new ShaderLine(0, ''))\n for (var i = 0; i < lines.length; ++i) {\n var line = lines[i]\n var parts = /^\\s*#\\s*(\\w+)\\s+(.+)\\s*$/.exec(line)\n if (parts) {\n switch (parts[1]) {\n case 'line':\n var lineNumberInfo = /(\\d+)(\\s+\\d+)?/.exec(parts[2])\n if (lineNumberInfo) {\n lineNumber = lineNumberInfo[1] | 0\n if (lineNumberInfo[2]) {\n fileNumber = lineNumberInfo[2] | 0\n if (!(fileNumber in files)) {\n files[fileNumber] = new ShaderFile()\n }\n }\n }\n break\n case 'define':\n var nameInfo = /SHADER_NAME(_B64)?\\s+(.*)$/.exec(parts[2])\n if (nameInfo) {\n files[fileNumber].name = (nameInfo[1]\n ? decodeB64(nameInfo[2])\n : nameInfo[2])\n }\n break\n }\n }\n files[fileNumber].lines.push(new ShaderLine(lineNumber++, line))\n }\n Object.keys(files).forEach(function (fileNumber) {\n var file = files[fileNumber]\n file.lines.forEach(function (line) {\n file.index[line.number] = line\n })\n })\n return files\n}\n\nfunction parseErrorLog (errLog) {\n var result = []\n errLog.split('\\n').forEach(function (errMsg) {\n if (errMsg.length < 5) {\n return\n }\n var parts = /^ERROR:\\s+(\\d+):(\\d+):\\s*(.*)$/.exec(errMsg)\n if (parts) {\n result.push(new ShaderError(\n parts[1] | 0,\n parts[2] | 0,\n parts[3].trim()))\n } else if (errMsg.length > 0) {\n result.push(new ShaderError('unknown', 0, errMsg))\n }\n })\n return result\n}\n\nfunction annotateFiles (files, errors) {\n errors.forEach(function (error) {\n var file = files[error.file]\n if (file) {\n var line = file.index[error.line]\n if (line) {\n line.errors.push(error)\n file.hasErrors = true\n return\n }\n }\n files.unknown.hasErrors = true\n files.unknown.lines[0].errors.push(error)\n })\n}\n\nfunction checkShaderError (gl, shader, source, type, command) {\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(shader)\n var typeName = type === gl.FRAGMENT_SHADER ? 'fragment' : 'vertex'\n checkCommandType(source, 'string', typeName + ' shader source must be a string', command)\n var files = parseSource(source, command)\n var errors = parseErrorLog(errLog)\n annotateFiles(files, errors)\n\n Object.keys(files).forEach(function (fileNumber) {\n var file = files[fileNumber]\n if (!file.hasErrors) {\n return\n }\n\n var strings = ['']\n var styles = ['']\n\n function push (str, style) {\n strings.push(str)\n styles.push(style || '')\n }\n\n push('file number ' + fileNumber + ': ' + file.name + '\\n', 'color:red;text-decoration:underline;font-weight:bold')\n\n file.lines.forEach(function (line) {\n if (line.errors.length > 0) {\n push(leftPad(line.number, 4) + '| ', 'background-color:yellow; font-weight:bold')\n push(line.line + endl, 'color:red; background-color:yellow; font-weight:bold')\n\n // try to guess token\n var offset = 0\n line.errors.forEach(function (error) {\n var message = error.message\n var token = /^\\s*'(.*)'\\s*:\\s*(.*)$/.exec(message)\n if (token) {\n var tokenPat = token[1]\n message = token[2]\n switch (tokenPat) {\n case 'assign':\n tokenPat = '='\n break\n }\n offset = Math.max(line.line.indexOf(tokenPat, offset), 0)\n } else {\n offset = 0\n }\n\n push(leftPad('| ', 6))\n push(leftPad('^^^', offset + 3) + endl, 'font-weight:bold')\n push(leftPad('| ', 6))\n push(message + endl, 'font-weight:bold')\n })\n push(leftPad('| ', 6) + endl)\n } else {\n push(leftPad(line.number, 4) + '| ')\n push(line.line + endl, 'color:red')\n }\n })\n if (typeof document !== 'undefined' && !window.chrome) {\n styles[0] = strings.join('%c')\n console.log.apply(console, styles)\n } else {\n console.log(strings.join(''))\n }\n })\n\n check.raise('Error compiling ' + typeName + ' shader, ' + files[0].name)\n }\n}\n\nfunction checkLinkError (gl, program, fragShader, vertShader, command) {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n var fragParse = parseSource(fragShader, command)\n var vertParse = parseSource(vertShader, command)\n\n var header = 'Error linking program with vertex shader, \"' +\n vertParse[0].name + '\", and fragment shader \"' + fragParse[0].name + '\"'\n\n if (typeof document !== 'undefined') {\n console.log('%c' + header + endl + '%c' + errLog,\n 'color:red;text-decoration:underline;font-weight:bold',\n 'color:red')\n } else {\n console.log(header + endl + errLog)\n }\n check.raise(header)\n }\n}\n\nfunction saveCommandRef (object) {\n object._commandRef = guessCommand()\n}\n\nfunction saveDrawCommandInfo (opts, uniforms, attributes, stringStore) {\n saveCommandRef(opts)\n\n function id (str) {\n if (str) {\n return stringStore.id(str)\n }\n return 0\n }\n opts._fragId = id(opts.static.frag)\n opts._vertId = id(opts.static.vert)\n\n function addProps (dict, set) {\n Object.keys(set).forEach(function (u) {\n dict[stringStore.id(u)] = true\n })\n }\n\n var uniformSet = opts._uniformSet = {}\n addProps(uniformSet, uniforms.static)\n addProps(uniformSet, uniforms.dynamic)\n\n var attributeSet = opts._attributeSet = {}\n addProps(attributeSet, attributes.static)\n addProps(attributeSet, attributes.dynamic)\n\n opts._hasCount = (\n 'count' in opts.static ||\n 'count' in opts.dynamic ||\n 'elements' in opts.static ||\n 'elements' in opts.dynamic)\n}\n\nfunction commandRaise (message, command) {\n var callSite = guessCallSite()\n raise(message +\n ' in command ' + (command || guessCommand()) +\n (callSite === 'unknown' ? '' : ' called from ' + callSite))\n}\n\nfunction checkCommand (pred, message, command) {\n if (!pred) {\n commandRaise(message, command || guessCommand())\n }\n}\n\nfunction checkParameterCommand (param, possibilities, message, command) {\n if (!(param in possibilities)) {\n commandRaise(\n 'unknown parameter (' + param + ')' + encolon(message) +\n '. possible values: ' + Object.keys(possibilities).join(),\n command || guessCommand())\n }\n}\n\nfunction checkCommandType (value, type, message, command) {\n if (!standardTypeEh(value, type)) {\n commandRaise(\n 'invalid parameter type' + encolon(message) +\n '. expected ' + type + ', got ' + (typeof value),\n command || guessCommand())\n }\n}\n\nfunction checkOptional (block) {\n block()\n}\n\nfunction checkFramebufferFormat (attachment, texFormats, rbFormats) {\n if (attachment.texture) {\n checkOneOf(\n attachment.texture._texture.internalformat,\n texFormats,\n 'unsupported texture format for attachment')\n } else {\n checkOneOf(\n attachment.renderbuffer._renderbuffer.format,\n rbFormats,\n 'unsupported renderbuffer format for attachment')\n }\n}\n\nvar GL_CLAMP_TO_EDGE = 0x812F\n\nvar GL_NEAREST = 0x2600\nvar GL_NEAREST_MIPMAP_NEAREST = 0x2700\nvar GL_LINEAR_MIPMAP_NEAREST = 0x2701\nvar GL_NEAREST_MIPMAP_LINEAR = 0x2702\nvar GL_LINEAR_MIPMAP_LINEAR = 0x2703\n\nvar GL_BYTE = 5120\nvar GL_UNSIGNED_BYTE = 5121\nvar GL_SHORT = 5122\nvar GL_UNSIGNED_SHORT = 5123\nvar GL_INT = 5124\nvar GL_UNSIGNED_INT = 5125\nvar GL_FLOAT = 5126\n\nvar GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033\nvar GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034\nvar GL_UNSIGNED_SHORT_5_6_5 = 0x8363\nvar GL_UNSIGNED_INT_24_8_WEBGL = 0x84FA\n\nvar GL_HALF_FLOAT_OES = 0x8D61\n\nvar TYPE_SIZE = {}\n\nTYPE_SIZE[GL_BYTE] =\nTYPE_SIZE[GL_UNSIGNED_BYTE] = 1\n\nTYPE_SIZE[GL_SHORT] =\nTYPE_SIZE[GL_UNSIGNED_SHORT] =\nTYPE_SIZE[GL_HALF_FLOAT_OES] =\nTYPE_SIZE[GL_UNSIGNED_SHORT_5_6_5] =\nTYPE_SIZE[GL_UNSIGNED_SHORT_4_4_4_4] =\nTYPE_SIZE[GL_UNSIGNED_SHORT_5_5_5_1] = 2\n\nTYPE_SIZE[GL_INT] =\nTYPE_SIZE[GL_UNSIGNED_INT] =\nTYPE_SIZE[GL_FLOAT] =\nTYPE_SIZE[GL_UNSIGNED_INT_24_8_WEBGL] = 4\n\nfunction pixelSize (type, channels) {\n if (type === GL_UNSIGNED_SHORT_5_5_5_1 ||\n type === GL_UNSIGNED_SHORT_4_4_4_4 ||\n type === GL_UNSIGNED_SHORT_5_6_5) {\n return 2\n } else if (type === GL_UNSIGNED_INT_24_8_WEBGL) {\n return 4\n } else {\n return TYPE_SIZE[type] * channels\n }\n}\n\nfunction isPow2 (v) {\n return !(v & (v - 1)) && (!!v)\n}\n\nfunction checkTexture2D (info, mipData, limits) {\n var i\n var w = mipData.width\n var h = mipData.height\n var c = mipData.channels\n\n // Check texture shape\n check(w > 0 && w <= limits.maxTextureSize &&\n h > 0 && h <= limits.maxTextureSize,\n 'invalid texture shape')\n\n // check wrap mode\n if (info.wrapS !== GL_CLAMP_TO_EDGE || info.wrapT !== GL_CLAMP_TO_EDGE) {\n check(isPow2(w) && isPow2(h),\n 'incompatible wrap mode for texture, both width and height must be power of 2')\n }\n\n if (mipData.mipmask === 1) {\n if (w !== 1 && h !== 1) {\n check(\n info.minFilter !== GL_NEAREST_MIPMAP_NEAREST &&\n info.minFilter !== GL_NEAREST_MIPMAP_LINEAR &&\n info.minFilter !== GL_LINEAR_MIPMAP_NEAREST &&\n info.minFilter !== GL_LINEAR_MIPMAP_LINEAR,\n 'min filter requires mipmap')\n }\n } else {\n // texture must be power of 2\n check(isPow2(w) && isPow2(h),\n 'texture must be a square power of 2 to support mipmapping')\n check(mipData.mipmask === (w << 1) - 1,\n 'missing or incomplete mipmap data')\n }\n\n if (mipData.type === GL_FLOAT) {\n if (limits.extensions.indexOf('oes_texture_float_linear') < 0) {\n check(info.minFilter === GL_NEAREST && info.magFilter === GL_NEAREST,\n 'filter not supported, must enable oes_texture_float_linear')\n }\n check(!info.genMipmaps,\n 'mipmap generation not supported with float textures')\n }\n\n // check image complete\n var mipimages = mipData.images\n for (i = 0; i < 16; ++i) {\n if (mipimages[i]) {\n var mw = w >> i\n var mh = h >> i\n check(mipData.mipmask & (1 << i), 'missing mipmap data')\n\n var img = mipimages[i]\n\n check(\n img.width === mw &&\n img.height === mh,\n 'invalid shape for mip images')\n\n check(\n img.format === mipData.format &&\n img.internalformat === mipData.internalformat &&\n img.type === mipData.type,\n 'incompatible type for mip image')\n\n if (img.compressed) {\n // TODO: check size for compressed images\n } else if (img.data) {\n // check(img.data.byteLength === mw * mh *\n // Math.max(pixelSize(img.type, c), img.unpackAlignment),\n var rowSize = Math.ceil(pixelSize(img.type, c) * mw / img.unpackAlignment) * img.unpackAlignment\n check(img.data.byteLength === rowSize * mh,\n 'invalid data for image, buffer size is inconsistent with image format')\n } else if (img.element) {\n // TODO: check element can be loaded\n } else if (img.copy) {\n // TODO: check compatible format and type\n }\n } else if (!info.genMipmaps) {\n check((mipData.mipmask & (1 << i)) === 0, 'extra mipmap data')\n }\n }\n\n if (mipData.compressed) {\n check(!info.genMipmaps,\n 'mipmap generation for compressed images not supported')\n }\n}\n\nfunction checkTextureCube (texture, info, faces, limits) {\n var w = texture.width\n var h = texture.height\n var c = texture.channels\n\n // Check texture shape\n check(\n w > 0 && w <= limits.maxTextureSize && h > 0 && h <= limits.maxTextureSize,\n 'invalid texture shape')\n check(\n w === h,\n 'cube map must be square')\n check(\n info.wrapS === GL_CLAMP_TO_EDGE && info.wrapT === GL_CLAMP_TO_EDGE,\n 'wrap mode not supported by cube map')\n\n for (var i = 0; i < faces.length; ++i) {\n var face = faces[i]\n check(\n face.width === w && face.height === h,\n 'inconsistent cube map face shape')\n\n if (info.genMipmaps) {\n check(!face.compressed,\n 'can not generate mipmap for compressed textures')\n check(face.mipmask === 1,\n 'can not specify mipmaps and generate mipmaps')\n } else {\n // TODO: check mip and filter mode\n }\n\n var mipmaps = face.images\n for (var j = 0; j < 16; ++j) {\n var img = mipmaps[j]\n if (img) {\n var mw = w >> j\n var mh = h >> j\n check(face.mipmask & (1 << j), 'missing mipmap data')\n check(\n img.width === mw &&\n img.height === mh,\n 'invalid shape for mip images')\n check(\n img.format === texture.format &&\n img.internalformat === texture.internalformat &&\n img.type === texture.type,\n 'incompatible type for mip image')\n\n if (img.compressed) {\n // TODO: check size for compressed images\n } else if (img.data) {\n check(img.data.byteLength === mw * mh *\n Math.max(pixelSize(img.type, c), img.unpackAlignment),\n 'invalid data for image, buffer size is inconsistent with image format')\n } else if (img.element) {\n // TODO: check element can be loaded\n } else if (img.copy) {\n // TODO: check compatible format and type\n }\n }\n }\n }\n}\n\nvar check$1 = extend(check, {\n optional: checkOptional,\n raise: raise,\n commandRaise: commandRaise,\n command: checkCommand,\n parameter: checkParameter,\n commandParameter: checkParameterCommand,\n constructor: checkConstructor,\n type: checkTypeOf,\n commandType: checkCommandType,\n isTypedArray: checkIsTypedArray,\n nni: checkNonNegativeInt,\n oneOf: checkOneOf,\n shaderError: checkShaderError,\n linkError: checkLinkError,\n callSite: guessCallSite,\n saveCommandRef: saveCommandRef,\n saveDrawInfo: saveDrawCommandInfo,\n framebufferFormat: checkFramebufferFormat,\n guessCommand: guessCommand,\n texture2D: checkTexture2D,\n textureCube: checkTextureCube\n});\n\nvar VARIABLE_COUNTER = 0\n\nvar DYN_FUNC = 0\n\nfunction DynamicVariable (type, data) {\n this.id = (VARIABLE_COUNTER++)\n this.type = type\n this.data = data\n}\n\nfunction escapeStr (str) {\n return str.replace(/\\\\/g, '\\\\\\\\').replace(/\"/g, '\\\\\"')\n}\n\nfunction splitParts (str) {\n if (str.length === 0) {\n return []\n }\n\n var firstChar = str.charAt(0)\n var lastChar = str.charAt(str.length - 1)\n\n if (str.length > 1 &&\n firstChar === lastChar &&\n (firstChar === '\"' || firstChar === \"'\")) {\n return ['\"' + escapeStr(str.substr(1, str.length - 2)) + '\"']\n }\n\n var parts = /\\[(false|true|null|\\d+|'[^']*'|\"[^\"]*\")\\]/.exec(str)\n if (parts) {\n return (\n splitParts(str.substr(0, parts.index))\n .concat(splitParts(parts[1]))\n .concat(splitParts(str.substr(parts.index + parts[0].length)))\n )\n }\n\n var subparts = str.split('.')\n if (subparts.length === 1) {\n return ['\"' + escapeStr(str) + '\"']\n }\n\n var result = []\n for (var i = 0; i < subparts.length; ++i) {\n result = result.concat(splitParts(subparts[i]))\n }\n return result\n}\n\nfunction toAccessorString (str) {\n return '[' + splitParts(str).join('][') + ']'\n}\n\nfunction defineDynamic (type, data) {\n return new DynamicVariable(type, toAccessorString(data + ''))\n}\n\nfunction isDynamic (x) {\n return (typeof x === 'function' && !x._reglType) ||\n x instanceof DynamicVariable\n}\n\nfunction unbox (x, path) {\n if (typeof x === 'function') {\n return new DynamicVariable(DYN_FUNC, x)\n }\n return x\n}\n\nvar dynamic = {\n DynamicVariable: DynamicVariable,\n define: defineDynamic,\n isDynamic: isDynamic,\n unbox: unbox,\n accessor: toAccessorString\n};\n\n/* globals requestAnimationFrame, cancelAnimationFrame */\nvar raf = {\n next: typeof requestAnimationFrame === 'function'\n ? function (cb) { return requestAnimationFrame(cb) }\n : function (cb) { return setTimeout(cb, 16) },\n cancel: typeof cancelAnimationFrame === 'function'\n ? function (raf) { return cancelAnimationFrame(raf) }\n : clearTimeout\n};\n\n/* globals performance */\nvar clock = (typeof performance !== 'undefined' && performance.now)\n ? function () { return performance.now() }\n : function () { return +(new Date()) };\n\nfunction createStringStore () {\n var stringIds = { '': 0 }\n var stringValues = ['']\n return {\n id: function (str) {\n var result = stringIds[str]\n if (result) {\n return result\n }\n result = stringIds[str] = stringValues.length\n stringValues.push(str)\n return result\n },\n\n str: function (id) {\n return stringValues[id]\n }\n }\n}\n\n// Context and canvas creation helper functions\nfunction createCanvas (element, onDone, pixelRatio) {\n var canvas = document.createElement('canvas')\n extend(canvas.style, {\n border: 0,\n margin: 0,\n padding: 0,\n top: 0,\n left: 0\n })\n element.appendChild(canvas)\n\n if (element === document.body) {\n canvas.style.position = 'absolute'\n extend(element.style, {\n margin: 0,\n padding: 0\n })\n }\n\n function resize () {\n var w = window.innerWidth\n var h = window.innerHeight\n if (element !== document.body) {\n var bounds = element.getBoundingClientRect()\n w = bounds.right - bounds.left\n h = bounds.bottom - bounds.top\n }\n canvas.width = pixelRatio * w\n canvas.height = pixelRatio * h\n extend(canvas.style, {\n width: w + 'px',\n height: h + 'px'\n })\n }\n\n var resizeObserver\n if (element !== document.body && typeof ResizeObserver === 'function') {\n // ignore 'ResizeObserver' is not defined\n // eslint-disable-next-line\n resizeObserver = new ResizeObserver(function () {\n // setTimeout to avoid flicker\n setTimeout(resize)\n })\n resizeObserver.observe(element)\n } else {\n window.addEventListener('resize', resize, false)\n }\n\n function onDestroy () {\n if (resizeObserver) {\n resizeObserver.disconnect()\n } else {\n window.removeEventListener('resize', resize)\n }\n element.removeChild(canvas)\n }\n\n resize()\n\n return {\n canvas: canvas,\n onDestroy: onDestroy\n }\n}\n\nfunction createContext (canvas, contextAttributes) {\n function get (name) {\n try {\n return canvas.getContext(name, contextAttributes)\n } catch (e) {\n return null\n }\n }\n return (\n get('webgl') ||\n get('experimental-webgl') ||\n get('webgl-experimental')\n )\n}\n\nfunction isHTMLElement (obj) {\n return (\n typeof obj.nodeName === 'string' &&\n typeof obj.appendChild === 'function' &&\n typeof obj.getBoundingClientRect === 'function'\n )\n}\n\nfunction isWebGLContext (obj) {\n return (\n typeof obj.drawArrays === 'function' ||\n typeof obj.drawElements === 'function'\n )\n}\n\nfunction parseExtensions (input) {\n if (typeof input === 'string') {\n return input.split()\n }\n check$1(Array.isArray(input), 'invalid extension array')\n return input\n}\n\nfunction getElement (desc) {\n if (typeof desc === 'string') {\n check$1(typeof document !== 'undefined', 'not supported outside of DOM')\n return document.querySelector(desc)\n }\n return desc\n}\n\nfunction parseArgs (args_) {\n var args = args_ || {}\n var element, container, canvas, gl\n var contextAttributes = {}\n var extensions = []\n var optionalExtensions = []\n var pixelRatio = (typeof window === 'undefined' ? 1 : window.devicePixelRatio)\n var profile = false\n var onDone = function (err) {\n if (err) {\n check$1.raise(err)\n }\n }\n var onDestroy = function () {}\n if (typeof args === 'string') {\n check$1(\n typeof document !== 'undefined',\n 'selector queries only supported in DOM enviroments')\n element = document.querySelector(args)\n check$1(element, 'invalid query string for element')\n } else if (typeof args === 'object') {\n if (isHTMLElement(args)) {\n element = args\n } else if (isWebGLContext(args)) {\n gl = args\n canvas = gl.canvas\n } else {\n check$1.constructor(args)\n if ('gl' in args) {\n gl = args.gl\n } else if ('canvas' in args) {\n canvas = getElement(args.canvas)\n } else if ('container' in args) {\n container = getElement(args.container)\n }\n if ('attributes' in args) {\n contextAttributes = args.attributes\n check$1.type(contextAttributes, 'object', 'invalid context attributes')\n }\n if ('extensions' in args) {\n extensions = parseExtensions(args.extensions)\n }\n if ('optionalExtensions' in args) {\n optionalExtensions = parseExtensions(args.optionalExtensions)\n }\n if ('onDone' in args) {\n check$1.type(\n args.onDone, 'function',\n 'invalid or missing onDone callback')\n onDone = args.onDone\n }\n if ('profile' in args) {\n profile = !!args.profile\n }\n if ('pixelRatio' in args) {\n pixelRatio = +args.pixelRatio\n check$1(pixelRatio > 0, 'invalid pixel ratio')\n }\n }\n } else {\n check$1.raise('invalid arguments to regl')\n }\n\n if (element) {\n if (element.nodeName.toLowerCase() === 'canvas') {\n canvas = element\n } else {\n container = element\n }\n }\n\n if (!gl) {\n if (!canvas) {\n check$1(\n typeof document !== 'undefined',\n 'must manually specify webgl context outside of DOM environments')\n var result = createCanvas(container || document.body, onDone, pixelRatio)\n if (!result) {\n return null\n }\n canvas = result.canvas\n onDestroy = result.onDestroy\n }\n // workaround for chromium bug, premultiplied alpha value is platform dependent\n if (contextAttributes.premultipliedAlpha === undefined) contextAttributes.premultipliedAlpha = true\n gl = createContext(canvas, contextAttributes)\n }\n\n if (!gl) {\n onDestroy()\n onDone('webgl not supported, try upgrading your browser or graphics drivers http://get.webgl.org')\n return null\n }\n\n return {\n gl: gl,\n canvas: canvas,\n container: container,\n extensions: extensions,\n optionalExtensions: optionalExtensions,\n pixelRatio: pixelRatio,\n profile: profile,\n onDone: onDone,\n onDestroy: onDestroy\n }\n}\n\nfunction createExtensionCache (gl, config) {\n var extensions = {}\n\n function tryLoadExtension (name_) {\n check$1.type(name_, 'string', 'extension name must be string')\n var name = name_.toLowerCase()\n var ext\n try {\n ext = extensions[name] = gl.getExtension(name)\n } catch (e) {}\n return !!ext\n }\n\n for (var i = 0; i < config.extensions.length; ++i) {\n var name = config.extensions[i]\n if (!tryLoadExtension(name)) {\n config.onDestroy()\n config.onDone('\"' + name + '\" extension is not supported by the current WebGL context, try upgrading your system or a different browser')\n return null\n }\n }\n\n config.optionalExtensions.forEach(tryLoadExtension)\n\n return {\n extensions: extensions,\n restore: function () {\n Object.keys(extensions).forEach(function (name) {\n if (extensions[name] && !tryLoadExtension(name)) {\n throw new Error('(regl): error restoring extension ' + name)\n }\n })\n }\n }\n}\n\nfunction loop (n, f) {\n var result = Array(n)\n for (var i = 0; i < n; ++i) {\n result[i] = f(i)\n }\n return result\n}\n\nvar GL_BYTE$1 = 5120\nvar GL_UNSIGNED_BYTE$2 = 5121\nvar GL_SHORT$1 = 5122\nvar GL_UNSIGNED_SHORT$1 = 5123\nvar GL_INT$1 = 5124\nvar GL_UNSIGNED_INT$1 = 5125\nvar GL_FLOAT$2 = 5126\n\nfunction nextPow16 (v) {\n for (var i = 16; i <= (1 << 28); i *= 16) {\n if (v <= i) {\n return i\n }\n }\n return 0\n}\n\nfunction log2 (v) {\n var r, shift\n r = (v > 0xFFFF) << 4\n v >>>= r\n shift = (v > 0xFF) << 3\n v >>>= shift; r |= shift\n shift = (v > 0xF) << 2\n v >>>= shift; r |= shift\n shift = (v > 0x3) << 1\n v >>>= shift; r |= shift\n return r | (v >> 1)\n}\n\nfunction createPool () {\n var bufferPool = loop(8, function () {\n return []\n })\n\n function alloc (n) {\n var sz = nextPow16(n)\n var bin = bufferPool[log2(sz) >> 2]\n if (bin.length > 0) {\n return bin.pop()\n }\n return new ArrayBuffer(sz)\n }\n\n function free (buf) {\n bufferPool[log2(buf.byteLength) >> 2].push(buf)\n }\n\n function allocType (type, n) {\n var result = null\n switch (type) {\n case GL_BYTE$1:\n result = new Int8Array(alloc(n), 0, n)\n break\n case GL_UNSIGNED_BYTE$2:\n result = new Uint8Array(alloc(n), 0, n)\n break\n case GL_SHORT$1:\n result = new Int16Array(alloc(2 * n), 0, n)\n break\n case GL_UNSIGNED_SHORT$1:\n result = new Uint16Array(alloc(2 * n), 0, n)\n break\n case GL_INT$1:\n result = new Int32Array(alloc(4 * n), 0, n)\n break\n case GL_UNSIGNED_INT$1:\n result = new Uint32Array(alloc(4 * n), 0, n)\n break\n case GL_FLOAT$2:\n result = new Float32Array(alloc(4 * n), 0, n)\n break\n default:\n return null\n }\n if (result.length !== n) {\n return result.subarray(0, n)\n }\n return result\n }\n\n function freeType (array) {\n free(array.buffer)\n }\n\n return {\n alloc: alloc,\n free: free,\n allocType: allocType,\n freeType: freeType\n }\n}\n\nvar pool = createPool()\n\n// zero pool for initial zero data\npool.zero = createPool()\n\nvar GL_SUBPIXEL_BITS = 0x0D50\nvar GL_RED_BITS = 0x0D52\nvar GL_GREEN_BITS = 0x0D53\nvar GL_BLUE_BITS = 0x0D54\nvar GL_ALPHA_BITS = 0x0D55\nvar GL_DEPTH_BITS = 0x0D56\nvar GL_STENCIL_BITS = 0x0D57\n\nvar GL_ALIASED_POINT_SIZE_RANGE = 0x846D\nvar GL_ALIASED_LINE_WIDTH_RANGE = 0x846E\n\nvar GL_MAX_TEXTURE_SIZE = 0x0D33\nvar GL_MAX_VIEWPORT_DIMS = 0x0D3A\nvar GL_MAX_VERTEX_ATTRIBS = 0x8869\nvar GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB\nvar GL_MAX_VARYING_VECTORS = 0x8DFC\nvar GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D\nvar GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C\nvar GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872\nvar GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD\nvar GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C\nvar GL_MAX_RENDERBUFFER_SIZE = 0x84E8\n\nvar GL_VENDOR = 0x1F00\nvar GL_RENDERER = 0x1F01\nvar GL_VERSION = 0x1F02\nvar GL_SHADING_LANGUAGE_VERSION = 0x8B8C\n\nvar GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FF\n\nvar GL_MAX_COLOR_ATTACHMENTS_WEBGL = 0x8CDF\nvar GL_MAX_DRAW_BUFFERS_WEBGL = 0x8824\n\nvar GL_TEXTURE_2D = 0x0DE1\nvar GL_TEXTURE_CUBE_MAP = 0x8513\nvar GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515\nvar GL_TEXTURE0 = 0x84C0\nvar GL_RGBA = 0x1908\nvar GL_FLOAT$1 = 0x1406\nvar GL_UNSIGNED_BYTE$1 = 0x1401\nvar GL_FRAMEBUFFER = 0x8D40\nvar GL_FRAMEBUFFER_COMPLETE = 0x8CD5\nvar GL_COLOR_ATTACHMENT0 = 0x8CE0\nvar GL_COLOR_BUFFER_BIT$1 = 0x4000\n\nvar wrapLimits = function (gl, extensions) {\n var maxAnisotropic = 1\n if (extensions.ext_texture_filter_anisotropic) {\n maxAnisotropic = gl.getParameter(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)\n }\n\n var maxDrawbuffers = 1\n var maxColorAttachments = 1\n if (extensions.webgl_draw_buffers) {\n maxDrawbuffers = gl.getParameter(GL_MAX_DRAW_BUFFERS_WEBGL)\n maxColorAttachments = gl.getParameter(GL_MAX_COLOR_ATTACHMENTS_WEBGL)\n }\n\n // detect if reading float textures is available (Safari doesn't support)\n var readFloat = !!extensions.oes_texture_float\n if (readFloat) {\n var readFloatTexture = gl.createTexture()\n gl.bindTexture(GL_TEXTURE_2D, readFloatTexture)\n gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_FLOAT$1, null)\n\n var fbo = gl.createFramebuffer()\n gl.bindFramebuffer(GL_FRAMEBUFFER, fbo)\n gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, readFloatTexture, 0)\n gl.bindTexture(GL_TEXTURE_2D, null)\n\n if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) !== GL_FRAMEBUFFER_COMPLETE) readFloat = false\n\n else {\n gl.viewport(0, 0, 1, 1)\n gl.clearColor(1.0, 0.0, 0.0, 1.0)\n gl.clear(GL_COLOR_BUFFER_BIT$1)\n var pixels = pool.allocType(GL_FLOAT$1, 4)\n gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_FLOAT$1, pixels)\n\n if (gl.getError()) readFloat = false\n else {\n gl.deleteFramebuffer(fbo)\n gl.deleteTexture(readFloatTexture)\n\n readFloat = pixels[0] === 1.0\n }\n\n pool.freeType(pixels)\n }\n }\n\n // detect non power of two cube textures support (IE doesn't support)\n var isIE = typeof navigator !== 'undefined' && (/MSIE/.test(navigator.userAgent) || /Trident\\//.test(navigator.appVersion) || /Edge/.test(navigator.userAgent))\n\n var npotTextureCube = true\n\n if (!isIE) {\n var cubeTexture = gl.createTexture()\n var data = pool.allocType(GL_UNSIGNED_BYTE$1, 36)\n gl.activeTexture(GL_TEXTURE0)\n gl.bindTexture(GL_TEXTURE_CUBE_MAP, cubeTexture)\n gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE$1, data)\n pool.freeType(data)\n gl.bindTexture(GL_TEXTURE_CUBE_MAP, null)\n gl.deleteTexture(cubeTexture)\n npotTextureCube = !gl.getError()\n }\n\n return {\n // drawing buffer bit depth\n colorBits: [\n gl.getParameter(GL_RED_BITS),\n gl.getParameter(GL_GREEN_BITS),\n gl.getParameter(GL_BLUE_BITS),\n gl.getParameter(GL_ALPHA_BITS)\n ],\n depthBits: gl.getParameter(GL_DEPTH_BITS),\n stencilBits: gl.getParameter(GL_STENCIL_BITS),\n subpixelBits: gl.getParameter(GL_SUBPIXEL_BITS),\n\n // supported extensions\n extensions: Object.keys(extensions).filter(function (ext) {\n return !!extensions[ext]\n }),\n\n // max aniso samples\n maxAnisotropic: maxAnisotropic,\n\n // max draw buffers\n maxDrawbuffers: maxDrawbuffers,\n maxColorAttachments: maxColorAttachments,\n\n // point and line size ranges\n pointSizeDims: gl.getParameter(GL_ALIASED_POINT_SIZE_RANGE),\n lineWidthDims: gl.getParameter(GL_ALIASED_LINE_WIDTH_RANGE),\n maxViewportDims: gl.getParameter(GL_MAX_VIEWPORT_DIMS),\n maxCombinedTextureUnits: gl.getParameter(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n maxCubeMapSize: gl.getParameter(GL_MAX_CUBE_MAP_TEXTURE_SIZE),\n maxRenderbufferSize: gl.getParameter(GL_MAX_RENDERBUFFER_SIZE),\n maxTextureUnits: gl.getParameter(GL_MAX_TEXTURE_IMAGE_UNITS),\n maxTextureSize: gl.getParameter(GL_MAX_TEXTURE_SIZE),\n maxAttributes: gl.getParameter(GL_MAX_VERTEX_ATTRIBS),\n maxVertexUniforms: gl.getParameter(GL_MAX_VERTEX_UNIFORM_VECTORS),\n maxVertexTextureUnits: gl.getParameter(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS),\n maxVaryingVectors: gl.getParameter(GL_MAX_VARYING_VECTORS),\n maxFragmentUniforms: gl.getParameter(GL_MAX_FRAGMENT_UNIFORM_VECTORS),\n\n // vendor info\n glsl: gl.getParameter(GL_SHADING_LANGUAGE_VERSION),\n renderer: gl.getParameter(GL_RENDERER),\n vendor: gl.getParameter(GL_VENDOR),\n version: gl.getParameter(GL_VERSION),\n\n // quirks\n readFloat: readFloat,\n npotTextureCube: npotTextureCube\n }\n}\n\nfunction isNDArrayLike (obj) {\n return (\n !!obj &&\n typeof obj === 'object' &&\n Array.isArray(obj.shape) &&\n Array.isArray(obj.stride) &&\n typeof obj.offset === 'number' &&\n obj.shape.length === obj.stride.length &&\n (Array.isArray(obj.data) ||\n isTypedArray(obj.data)))\n}\n\nvar values = function (obj) {\n return Object.keys(obj).map(function (key) { return obj[key] })\n}\n\nvar flattenUtils = {\n shape: arrayShape$1,\n flatten: flattenArray\n};\n\nfunction flatten1D (array, nx, out) {\n for (var i = 0; i < nx; ++i) {\n out[i] = array[i]\n }\n}\n\nfunction flatten2D (array, nx, ny, out) {\n var ptr = 0\n for (var i = 0; i < nx; ++i) {\n var row = array[i]\n for (var j = 0; j < ny; ++j) {\n out[ptr++] = row[j]\n }\n }\n}\n\nfunction flatten3D (array, nx, ny, nz, out, ptr_) {\n var ptr = ptr_\n for (var i = 0; i < nx; ++i) {\n var row = array[i]\n for (var j = 0; j < ny; ++j) {\n var col = row[j]\n for (var k = 0; k < nz; ++k) {\n out[ptr++] = col[k]\n }\n }\n }\n}\n\nfunction flattenRec (array, shape, level, out, ptr) {\n var stride = 1\n for (var i = level + 1; i < shape.length; ++i) {\n stride *= shape[i]\n }\n var n = shape[level]\n if (shape.length - level === 4) {\n var nx = shape[level + 1]\n var ny = shape[level + 2]\n var nz = shape[level + 3]\n for (i = 0; i < n; ++i) {\n flatten3D(array[i], nx, ny, nz, out, ptr)\n ptr += stride\n }\n } else {\n for (i = 0; i < n; ++i) {\n flattenRec(array[i], shape, level + 1, out, ptr)\n ptr += stride\n }\n }\n}\n\nfunction flattenArray (array, shape, type, out_) {\n var sz = 1\n if (shape.length) {\n for (var i = 0; i < shape.length; ++i) {\n sz *= shape[i]\n }\n } else {\n sz = 0\n }\n var out = out_ || pool.allocType(type, sz)\n switch (shape.length) {\n case 0:\n break\n case 1:\n flatten1D(array, shape[0], out)\n break\n case 2:\n flatten2D(array, shape[0], shape[1], out)\n break\n case 3:\n flatten3D(array, shape[0], shape[1], shape[2], out, 0)\n break\n default:\n flattenRec(array, shape, 0, out, 0)\n }\n return out\n}\n\nfunction arrayShape$1 (array_) {\n var shape = []\n for (var array = array_; array.length; array = array[0]) {\n shape.push(array.length)\n }\n return shape\n}\n\nvar arrayTypes = {\n\t\"[object Int8Array]\": 5120,\n\t\"[object Int16Array]\": 5122,\n\t\"[object Int32Array]\": 5124,\n\t\"[object Uint8Array]\": 5121,\n\t\"[object Uint8ClampedArray]\": 5121,\n\t\"[object Uint16Array]\": 5123,\n\t\"[object Uint32Array]\": 5125,\n\t\"[object Float32Array]\": 5126,\n\t\"[object Float64Array]\": 5121,\n\t\"[object ArrayBuffer]\": 5121\n};\n\nvar int8 = 5120;\nvar int16 = 5122;\nvar int32 = 5124;\nvar uint8 = 5121;\nvar uint16 = 5123;\nvar uint32 = 5125;\nvar float = 5126;\nvar float32 = 5126;\nvar glTypes = {\n\tint8: int8,\n\tint16: int16,\n\tint32: int32,\n\tuint8: uint8,\n\tuint16: uint16,\n\tuint32: uint32,\n\tfloat: float,\n\tfloat32: float32\n};\n\nvar dynamic$1 = 35048;\nvar stream = 35040;\nvar usageTypes = {\n\tdynamic: dynamic$1,\n\tstream: stream,\n\t\"static\": 35044\n};\n\nvar arrayFlatten = flattenUtils.flatten\nvar arrayShape = flattenUtils.shape\n\nvar GL_STATIC_DRAW = 0x88E4\nvar GL_STREAM_DRAW = 0x88E0\n\nvar GL_UNSIGNED_BYTE$3 = 5121\nvar GL_FLOAT$3 = 5126\n\nvar DTYPES_SIZES = []\nDTYPES_SIZES[5120] = 1 // int8\nDTYPES_SIZES[5122] = 2 // int16\nDTYPES_SIZES[5124] = 4 // int32\nDTYPES_SIZES[5121] = 1 // uint8\nDTYPES_SIZES[5123] = 2 // uint16\nDTYPES_SIZES[5125] = 4 // uint32\nDTYPES_SIZES[5126] = 4 // float32\n\nfunction typedArrayCode (data) {\n return arrayTypes[Object.prototype.toString.call(data)] | 0\n}\n\nfunction copyArray (out, inp) {\n for (var i = 0; i < inp.length; ++i) {\n out[i] = inp[i]\n }\n}\n\nfunction transpose (\n result, data, shapeX, shapeY, strideX, strideY, offset) {\n var ptr = 0\n for (var i = 0; i < shapeX; ++i) {\n for (var j = 0; j < shapeY; ++j) {\n result[ptr++] = data[strideX * i + strideY * j + offset]\n }\n }\n}\n\nfunction wrapBufferState (gl, stats, config, destroyBuffer) {\n var bufferCount = 0\n var bufferSet = {}\n\n function REGLBuffer (type) {\n this.id = bufferCount++\n this.buffer = gl.createBuffer()\n this.type = type\n this.usage = GL_STATIC_DRAW\n this.byteLength = 0\n this.dimension = 1\n this.dtype = GL_UNSIGNED_BYTE$3\n\n this.persistentData = null\n\n if (config.profile) {\n this.stats = { size: 0 }\n }\n }\n\n REGLBuffer.prototype.bind = function () {\n gl.bindBuffer(this.type, this.buffer)\n }\n\n REGLBuffer.prototype.destroy = function () {\n destroy(this)\n }\n\n var streamPool = []\n\n function createStream (type, data) {\n var buffer = streamPool.pop()\n if (!buffer) {\n buffer = new REGLBuffer(type)\n }\n buffer.bind()\n initBufferFromData(buffer, data, GL_STREAM_DRAW, 0, 1, false)\n return buffer\n }\n\n function destroyStream (stream$$1) {\n streamPool.push(stream$$1)\n }\n\n function initBufferFromTypedArray (buffer, data, usage) {\n buffer.byteLength = data.byteLength\n gl.bufferData(buffer.type, data, usage)\n }\n\n function initBufferFromData (buffer, data, usage, dtype, dimension, persist) {\n var shape\n buffer.usage = usage\n if (Array.isArray(data)) {\n buffer.dtype = dtype || GL_FLOAT$3\n if (data.length > 0) {\n var flatData\n if (Array.isArray(data[0])) {\n shape = arrayShape(data)\n var dim = 1\n for (var i = 1; i < shape.length; ++i) {\n dim *= shape[i]\n }\n buffer.dimension = dim\n flatData = arrayFlatten(data, shape, buffer.dtype)\n initBufferFromTypedArray(buffer, flatData, usage)\n if (persist) {\n buffer.persistentData = flatData\n } else {\n pool.freeType(flatData)\n }\n } else if (typeof data[0] === 'number') {\n buffer.dimension = dimension\n var typedData = pool.allocType(buffer.dtype, data.length)\n copyArray(typedData, data)\n initBufferFromTypedArray(buffer, typedData, usage)\n if (persist) {\n buffer.persistentData = typedData\n } else {\n pool.freeType(typedData)\n }\n } else if (isTypedArray(data[0])) {\n buffer.dimension = data[0].length\n buffer.dtype = dtype || typedArrayCode(data[0]) || GL_FLOAT$3\n flatData = arrayFlatten(\n data,\n [data.length, data[0].length],\n buffer.dtype)\n initBufferFromTypedArray(buffer, flatData, usage)\n if (persist) {\n buffer.persistentData = flatData\n } else {\n pool.freeType(flatData)\n }\n } else {\n check$1.raise('invalid buffer data')\n }\n }\n } else if (isTypedArray(data)) {\n buffer.dtype = dtype || typedArrayCode(data)\n buffer.dimension = dimension\n initBufferFromTypedArray(buffer, data, usage)\n if (persist) {\n buffer.persistentData = new Uint8Array(new Uint8Array(data.buffer))\n }\n } else if (isNDArrayLike(data)) {\n shape = data.shape\n var stride = data.stride\n var offset = data.offset\n\n var shapeX = 0\n var shapeY = 0\n var strideX = 0\n var strideY = 0\n if (shape.length === 1) {\n shapeX = shape[0]\n shapeY = 1\n strideX = stride[0]\n strideY = 0\n } else if (shape.length === 2) {\n shapeX = shape[0]\n shapeY = shape[1]\n strideX = stride[0]\n strideY = stride[1]\n } else {\n check$1.raise('invalid shape')\n }\n\n buffer.dtype = dtype || typedArrayCode(data.data) || GL_FLOAT$3\n buffer.dimension = shapeY\n\n var transposeData = pool.allocType(buffer.dtype, shapeX * shapeY)\n transpose(transposeData,\n data.data,\n shapeX, shapeY,\n strideX, strideY,\n offset)\n initBufferFromTypedArray(buffer, transposeData, usage)\n if (persist) {\n buffer.persistentData = transposeData\n } else {\n pool.freeType(transposeData)\n }\n } else if (data instanceof ArrayBuffer) {\n buffer.dtype = GL_UNSIGNED_BYTE$3\n buffer.dimension = dimension\n initBufferFromTypedArray(buffer, data, usage)\n if (persist) {\n buffer.persistentData = new Uint8Array(new Uint8Array(data))\n }\n } else {\n check$1.raise('invalid buffer data')\n }\n }\n\n function destroy (buffer) {\n stats.bufferCount--\n\n // remove attribute link\n destroyBuffer(buffer)\n\n var handle = buffer.buffer\n check$1(handle, 'buffer must not be deleted already')\n gl.deleteBuffer(handle)\n buffer.buffer = null\n delete bufferSet[buffer.id]\n }\n\n function createBuffer (options, type, deferInit, persistent) {\n stats.bufferCount++\n\n var buffer = new REGLBuffer(type)\n bufferSet[buffer.id] = buffer\n\n function reglBuffer (options) {\n var usage = GL_STATIC_DRAW\n var data = null\n var byteLength = 0\n var dtype = 0\n var dimension = 1\n if (Array.isArray(options) ||\n isTypedArray(options) ||\n isNDArrayLike(options) ||\n options instanceof ArrayBuffer) {\n data = options\n } else if (typeof options === 'number') {\n byteLength = options | 0\n } else if (options) {\n check$1.type(\n options, 'object',\n 'buffer arguments must be an object, a number or an array')\n\n if ('data' in options) {\n check$1(\n data === null ||\n Array.isArray(data) ||\n isTypedArray(data) ||\n isNDArrayLike(data),\n 'invalid data for buffer')\n data = options.data\n }\n\n if ('usage' in options) {\n check$1.parameter(options.usage, usageTypes, 'invalid buffer usage')\n usage = usageTypes[options.usage]\n }\n\n if ('type' in options) {\n check$1.parameter(options.type, glTypes, 'invalid buffer type')\n dtype = glTypes[options.type]\n }\n\n if ('dimension' in options) {\n check$1.type(options.dimension, 'number', 'invalid dimension')\n dimension = options.dimension | 0\n }\n\n if ('length' in options) {\n check$1.nni(byteLength, 'buffer length must be a nonnegative integer')\n byteLength = options.length | 0\n }\n }\n\n buffer.bind()\n if (!data) {\n // #475\n if (byteLength) gl.bufferData(buffer.type, byteLength, usage)\n buffer.dtype = dtype || GL_UNSIGNED_BYTE$3\n buffer.usage = usage\n buffer.dimension = dimension\n buffer.byteLength = byteLength\n } else {\n initBufferFromData(buffer, data, usage, dtype, dimension, persistent)\n }\n\n if (config.profile) {\n buffer.stats.size = buffer.byteLength * DTYPES_SIZES[buffer.dtype]\n }\n\n return reglBuffer\n }\n\n function setSubData (data, offset) {\n check$1(offset + data.byteLength <= buffer.byteLength,\n 'invalid buffer subdata call, buffer is too small. ' + ' Can\\'t write data of size ' + data.byteLength + ' starting from offset ' + offset + ' to a buffer of size ' + buffer.byteLength)\n\n gl.bufferSubData(buffer.type, offset, data)\n }\n\n function subdata (data, offset_) {\n var offset = (offset_ || 0) | 0\n var shape\n buffer.bind()\n if (isTypedArray(data) || data instanceof ArrayBuffer) {\n setSubData(data, offset)\n } else if (Array.isArray(data)) {\n if (data.length > 0) {\n if (typeof data[0] === 'number') {\n var converted = pool.allocType(buffer.dtype, data.length)\n copyArray(converted, data)\n setSubData(converted, offset)\n pool.freeType(converted)\n } else if (Array.isArray(data[0]) || isTypedArray(data[0])) {\n shape = arrayShape(data)\n var flatData = arrayFlatten(data, shape, buffer.dtype)\n setSubData(flatData, offset)\n pool.freeType(flatData)\n } else {\n check$1.raise('invalid buffer data')\n }\n }\n } else if (isNDArrayLike(data)) {\n shape = data.shape\n var stride = data.stride\n\n var shapeX = 0\n var shapeY = 0\n var strideX = 0\n var strideY = 0\n if (shape.length === 1) {\n shapeX = shape[0]\n shapeY = 1\n strideX = stride[0]\n strideY = 0\n } else if (shape.length === 2) {\n shapeX = shape[0]\n shapeY = shape[1]\n strideX = stride[0]\n strideY = stride[1]\n } else {\n check$1.raise('invalid shape')\n }\n var dtype = Array.isArray(data.data)\n ? buffer.dtype\n : typedArrayCode(data.data)\n\n var transposeData = pool.allocType(dtype, shapeX * shapeY)\n transpose(transposeData,\n data.data,\n shapeX, shapeY,\n strideX, strideY,\n data.offset)\n setSubData(transposeData, offset)\n pool.freeType(transposeData)\n } else {\n check$1.raise('invalid data for buffer subdata')\n }\n return reglBuffer\n }\n\n if (!deferInit) {\n reglBuffer(options)\n }\n\n reglBuffer._reglType = 'buffer'\n reglBuffer._buffer = buffer\n reglBuffer.subdata = subdata\n if (config.profile) {\n reglBuffer.stats = buffer.stats\n }\n reglBuffer.destroy = function () { destroy(buffer) }\n\n return reglBuffer\n }\n\n function restoreBuffers () {\n values(bufferSet).forEach(function (buffer) {\n buffer.buffer = gl.createBuffer()\n gl.bindBuffer(buffer.type, buffer.buffer)\n gl.bufferData(\n buffer.type, buffer.persistentData || buffer.byteLength, buffer.usage)\n })\n }\n\n if (config.profile) {\n stats.getTotalBufferSize = function () {\n var total = 0\n // TODO: Right now, the streams are not part of the total count.\n Object.keys(bufferSet).forEach(function (key) {\n total += bufferSet[key].stats.size\n })\n return total\n }\n }\n\n return {\n create: createBuffer,\n\n createStream: createStream,\n destroyStream: destroyStream,\n\n clear: function () {\n values(bufferSet).forEach(destroy)\n streamPool.forEach(destroy)\n },\n\n getBuffer: function (wrapper) {\n if (wrapper && wrapper._buffer instanceof REGLBuffer) {\n return wrapper._buffer\n }\n return null\n },\n\n restore: restoreBuffers,\n\n _initBuffer: initBufferFromData\n }\n}\n\nvar points = 0;\nvar point = 0;\nvar lines = 1;\nvar line = 1;\nvar triangles = 4;\nvar triangle = 4;\nvar primTypes = {\n\tpoints: points,\n\tpoint: point,\n\tlines: lines,\n\tline: line,\n\ttriangles: triangles,\n\ttriangle: triangle,\n\t\"line loop\": 2,\n\t\"line strip\": 3,\n\t\"triangle strip\": 5,\n\t\"triangle fan\": 6\n};\n\nvar GL_POINTS = 0\nvar GL_LINES = 1\nvar GL_TRIANGLES = 4\n\nvar GL_BYTE$2 = 5120\nvar GL_UNSIGNED_BYTE$4 = 5121\nvar GL_SHORT$2 = 5122\nvar GL_UNSIGNED_SHORT$2 = 5123\nvar GL_INT$2 = 5124\nvar GL_UNSIGNED_INT$2 = 5125\n\nvar GL_ELEMENT_ARRAY_BUFFER = 34963\n\nvar GL_STREAM_DRAW$1 = 0x88E0\nvar GL_STATIC_DRAW$1 = 0x88E4\n\nfunction wrapElementsState (gl, extensions, bufferState, stats) {\n var elementSet = {}\n var elementCount = 0\n\n var elementTypes = {\n 'uint8': GL_UNSIGNED_BYTE$4,\n 'uint16': GL_UNSIGNED_SHORT$2\n }\n\n if (extensions.oes_element_index_uint) {\n elementTypes.uint32 = GL_UNSIGNED_INT$2\n }\n\n function REGLElementBuffer (buffer) {\n this.id = elementCount++\n elementSet[this.id] = this\n this.buffer = buffer\n this.primType = GL_TRIANGLES\n this.vertCount = 0\n this.type = 0\n }\n\n REGLElementBuffer.prototype.bind = function () {\n this.buffer.bind()\n }\n\n var bufferPool = []\n\n function createElementStream (data) {\n var result = bufferPool.pop()\n if (!result) {\n result = new REGLElementBuffer(bufferState.create(\n null,\n GL_ELEMENT_ARRAY_BUFFER,\n true,\n false)._buffer)\n }\n initElements(result, data, GL_STREAM_DRAW$1, -1, -1, 0, 0)\n return result\n }\n\n function destroyElementStream (elements) {\n bufferPool.push(elements)\n }\n\n function initElements (\n elements,\n data,\n usage,\n prim,\n count,\n byteLength,\n type) {\n elements.buffer.bind()\n var dtype\n if (data) {\n var predictedType = type\n if (!type && (\n !isTypedArray(data) ||\n (isNDArrayLike(data) && !isTypedArray(data.data)))) {\n predictedType = extensions.oes_element_index_uint\n ? GL_UNSIGNED_INT$2\n : GL_UNSIGNED_SHORT$2\n }\n bufferState._initBuffer(\n elements.buffer,\n data,\n usage,\n predictedType,\n 3)\n } else {\n gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, byteLength, usage)\n elements.buffer.dtype = dtype || GL_UNSIGNED_BYTE$4\n elements.buffer.usage = usage\n elements.buffer.dimension = 3\n elements.buffer.byteLength = byteLength\n }\n\n dtype = type\n if (!type) {\n switch (elements.buffer.dtype) {\n case GL_UNSIGNED_BYTE$4:\n case GL_BYTE$2:\n dtype = GL_UNSIGNED_BYTE$4\n break\n\n case GL_UNSIGNED_SHORT$2:\n case GL_SHORT$2:\n dtype = GL_UNSIGNED_SHORT$2\n break\n\n case GL_UNSIGNED_INT$2:\n case GL_INT$2:\n dtype = GL_UNSIGNED_INT$2\n break\n\n default:\n check$1.raise('unsupported type for element array')\n }\n elements.buffer.dtype = dtype\n }\n elements.type = dtype\n\n // Check oes_element_index_uint extension\n check$1(\n dtype !== GL_UNSIGNED_INT$2 ||\n !!extensions.oes_element_index_uint,\n '32 bit element buffers not supported, enable oes_element_index_uint first')\n\n // try to guess default primitive type and arguments\n var vertCount = count\n if (vertCount < 0) {\n vertCount = elements.buffer.byteLength\n if (dtype === GL_UNSIGNED_SHORT$2) {\n vertCount >>= 1\n } else if (dtype === GL_UNSIGNED_INT$2) {\n vertCount >>= 2\n }\n }\n elements.vertCount = vertCount\n\n // try to guess primitive type from cell dimension\n var primType = prim\n if (prim < 0) {\n primType = GL_TRIANGLES\n var dimension = elements.buffer.dimension\n if (dimension === 1) primType = GL_POINTS\n if (dimension === 2) primType = GL_LINES\n if (dimension === 3) primType = GL_TRIANGLES\n }\n elements.primType = primType\n }\n\n function destroyElements (elements) {\n stats.elementsCount--\n\n check$1(elements.buffer !== null, 'must not double destroy elements')\n delete elementSet[elements.id]\n elements.buffer.destroy()\n elements.buffer = null\n }\n\n function createElements (options, persistent) {\n var buffer = bufferState.create(null, GL_ELEMENT_ARRAY_BUFFER, true)\n var elements = new REGLElementBuffer(buffer._buffer)\n stats.elementsCount++\n\n function reglElements (options) {\n if (!options) {\n buffer()\n elements.primType = GL_TRIANGLES\n elements.vertCount = 0\n elements.type = GL_UNSIGNED_BYTE$4\n } else if (typeof options === 'number') {\n buffer(options)\n elements.primType = GL_TRIANGLES\n elements.vertCount = options | 0\n elements.type = GL_UNSIGNED_BYTE$4\n } else {\n var data = null\n var usage = GL_STATIC_DRAW$1\n var primType = -1\n var vertCount = -1\n var byteLength = 0\n var dtype = 0\n if (Array.isArray(options) ||\n isTypedArray(options) ||\n isNDArrayLike(options)) {\n data = options\n } else {\n check$1.type(options, 'object', 'invalid arguments for elements')\n if ('data' in options) {\n data = options.data\n check$1(\n Array.isArray(data) ||\n isTypedArray(data) ||\n isNDArrayLike(data),\n 'invalid data for element buffer')\n }\n if ('usage' in options) {\n check$1.parameter(\n options.usage,\n usageTypes,\n 'invalid element buffer usage')\n usage = usageTypes[options.usage]\n }\n if ('primitive' in options) {\n check$1.parameter(\n options.primitive,\n primTypes,\n 'invalid element buffer primitive')\n primType = primTypes[options.primitive]\n }\n if ('count' in options) {\n check$1(\n typeof options.count === 'number' && options.count >= 0,\n 'invalid vertex count for elements')\n vertCount = options.count | 0\n }\n if ('type' in options) {\n check$1.parameter(\n options.type,\n elementTypes,\n 'invalid buffer type')\n dtype = elementTypes[options.type]\n }\n if ('length' in options) {\n byteLength = options.length | 0\n } else {\n byteLength = vertCount\n if (dtype === GL_UNSIGNED_SHORT$2 || dtype === GL_SHORT$2) {\n byteLength *= 2\n } else if (dtype === GL_UNSIGNED_INT$2 || dtype === GL_INT$2) {\n byteLength *= 4\n }\n }\n }\n initElements(\n elements,\n data,\n usage,\n primType,\n vertCount,\n byteLength,\n dtype)\n }\n\n return reglElements\n }\n\n reglElements(options)\n\n reglElements._reglType = 'elements'\n reglElements._elements = elements\n reglElements.subdata = function (data, offset) {\n buffer.subdata(data, offset)\n return reglElements\n }\n reglElements.destroy = function () {\n destroyElements(elements)\n }\n\n return reglElements\n }\n\n return {\n create: createElements,\n createStream: createElementStream,\n destroyStream: destroyElementStream,\n getElements: function (elements) {\n if (typeof elements === 'function' &&\n elements._elements instanceof REGLElementBuffer) {\n return elements._elements\n }\n return null\n },\n clear: function () {\n values(elementSet).forEach(destroyElements)\n }\n }\n}\n\nvar FLOAT = new Float32Array(1)\nvar INT = new Uint32Array(FLOAT.buffer)\n\nvar GL_UNSIGNED_SHORT$4 = 5123\n\nfunction convertToHalfFloat (array) {\n var ushorts = pool.allocType(GL_UNSIGNED_SHORT$4, array.length)\n\n for (var i = 0; i < array.length; ++i) {\n if (isNaN(array[i])) {\n ushorts[i] = 0xffff\n } else if (array[i] === Infinity) {\n ushorts[i] = 0x7c00\n } else if (array[i] === -Infinity) {\n ushorts[i] = 0xfc00\n } else {\n FLOAT[0] = array[i]\n var x = INT[0]\n\n var sgn = (x >>> 31) << 15\n var exp = ((x << 1) >>> 24) - 127\n var frac = (x >> 13) & ((1 << 10) - 1)\n\n if (exp < -24) {\n // round non-representable denormals to 0\n ushorts[i] = sgn\n } else if (exp < -14) {\n // handle denormals\n var s = -14 - exp\n ushorts[i] = sgn + ((frac + (1 << 10)) >> s)\n } else if (exp > 15) {\n // round overflow to +/- Infinity\n ushorts[i] = sgn + 0x7c00\n } else {\n // otherwise convert directly\n ushorts[i] = sgn + ((exp + 15) << 10) + frac\n }\n }\n }\n\n return ushorts\n}\n\nfunction isArrayLike (s) {\n return Array.isArray(s) || isTypedArray(s)\n}\n\nvar isPow2$1 = function (v) {\n return !(v & (v - 1)) && (!!v)\n}\n\nvar GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3\n\nvar GL_TEXTURE_2D$1 = 0x0DE1\nvar GL_TEXTURE_CUBE_MAP$1 = 0x8513\nvar GL_TEXTURE_CUBE_MAP_POSITIVE_X$1 = 0x8515\n\nvar GL_RGBA$1 = 0x1908\nvar GL_ALPHA = 0x1906\nvar GL_RGB = 0x1907\nvar GL_LUMINANCE = 0x1909\nvar GL_LUMINANCE_ALPHA = 0x190A\n\nvar GL_RGBA4 = 0x8056\nvar GL_RGB5_A1 = 0x8057\nvar GL_RGB565 = 0x8D62\n\nvar GL_UNSIGNED_SHORT_4_4_4_4$1 = 0x8033\nvar GL_UNSIGNED_SHORT_5_5_5_1$1 = 0x8034\nvar GL_UNSIGNED_SHORT_5_6_5$1 = 0x8363\nvar GL_UNSIGNED_INT_24_8_WEBGL$1 = 0x84FA\n\nvar GL_DEPTH_COMPONENT = 0x1902\nvar GL_DEPTH_STENCIL = 0x84F9\n\nvar GL_SRGB_EXT = 0x8C40\nvar GL_SRGB_ALPHA_EXT = 0x8C42\n\nvar GL_HALF_FLOAT_OES$1 = 0x8D61\n\nvar GL_COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83F0\nvar GL_COMPRESSED_RGBA_S3TC_DXT1_EXT = 0x83F1\nvar GL_COMPRESSED_RGBA_S3TC_DXT3_EXT = 0x83F2\nvar GL_COMPRESSED_RGBA_S3TC_DXT5_EXT = 0x83F3\n\nvar GL_COMPRESSED_RGB_ATC_WEBGL = 0x8C92\nvar GL_COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL = 0x8C93\nvar GL_COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL = 0x87EE\n\nvar GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8C00\nvar GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG = 0x8C01\nvar GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8C02\nvar GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG = 0x8C03\n\nvar GL_COMPRESSED_RGB_ETC1_WEBGL = 0x8D64\n\nvar GL_UNSIGNED_BYTE$5 = 0x1401\nvar GL_UNSIGNED_SHORT$3 = 0x1403\nvar GL_UNSIGNED_INT$3 = 0x1405\nvar GL_FLOAT$4 = 0x1406\n\nvar GL_TEXTURE_WRAP_S = 0x2802\nvar GL_TEXTURE_WRAP_T = 0x2803\n\nvar GL_REPEAT = 0x2901\nvar GL_CLAMP_TO_EDGE$1 = 0x812F\nvar GL_MIRRORED_REPEAT = 0x8370\n\nvar GL_TEXTURE_MAG_FILTER = 0x2800\nvar GL_TEXTURE_MIN_FILTER = 0x2801\n\nvar GL_NEAREST$1 = 0x2600\nvar GL_LINEAR = 0x2601\nvar GL_NEAREST_MIPMAP_NEAREST$1 = 0x2700\nvar GL_LINEAR_MIPMAP_NEAREST$1 = 0x2701\nvar GL_NEAREST_MIPMAP_LINEAR$1 = 0x2702\nvar GL_LINEAR_MIPMAP_LINEAR$1 = 0x2703\n\nvar GL_GENERATE_MIPMAP_HINT = 0x8192\nvar GL_DONT_CARE = 0x1100\nvar GL_FASTEST = 0x1101\nvar GL_NICEST = 0x1102\n\nvar GL_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FE\n\nvar GL_UNPACK_ALIGNMENT = 0x0CF5\nvar GL_UNPACK_FLIP_Y_WEBGL = 0x9240\nvar GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241\nvar GL_UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243\n\nvar GL_BROWSER_DEFAULT_WEBGL = 0x9244\n\nvar GL_TEXTURE0$1 = 0x84C0\n\nvar MIPMAP_FILTERS = [\n GL_NEAREST_MIPMAP_NEAREST$1,\n GL_NEAREST_MIPMAP_LINEAR$1,\n GL_LINEAR_MIPMAP_NEAREST$1,\n GL_LINEAR_MIPMAP_LINEAR$1\n]\n\nvar CHANNELS_FORMAT = [\n 0,\n GL_LUMINANCE,\n GL_LUMINANCE_ALPHA,\n GL_RGB,\n GL_RGBA$1\n]\n\nvar FORMAT_CHANNELS = {}\nFORMAT_CHANNELS[GL_LUMINANCE] =\nFORMAT_CHANNELS[GL_ALPHA] =\nFORMAT_CHANNELS[GL_DEPTH_COMPONENT] = 1\nFORMAT_CHANNELS[GL_DEPTH_STENCIL] =\nFORMAT_CHANNELS[GL_LUMINANCE_ALPHA] = 2\nFORMAT_CHANNELS[GL_RGB] =\nFORMAT_CHANNELS[GL_SRGB_EXT] = 3\nFORMAT_CHANNELS[GL_RGBA$1] =\nFORMAT_CHANNELS[GL_SRGB_ALPHA_EXT] = 4\n\nfunction objectName (str) {\n return '[object ' + str + ']'\n}\n\nvar CANVAS_CLASS = objectName('HTMLCanvasElement')\nvar OFFSCREENCANVAS_CLASS = objectName('OffscreenCanvas')\nvar CONTEXT2D_CLASS = objectName('CanvasRenderingContext2D')\nvar BITMAP_CLASS = objectName('ImageBitmap')\nvar IMAGE_CLASS = objectName('HTMLImageElement')\nvar VIDEO_CLASS = objectName('HTMLVideoElement')\n\nvar PIXEL_CLASSES = Object.keys(arrayTypes).concat([\n CANVAS_CLASS,\n OFFSCREENCANVAS_CLASS,\n CONTEXT2D_CLASS,\n BITMAP_CLASS,\n IMAGE_CLASS,\n VIDEO_CLASS\n])\n\n// for every texture type, store\n// the size in bytes.\nvar TYPE_SIZES = []\nTYPE_SIZES[GL_UNSIGNED_BYTE$5] = 1\nTYPE_SIZES[GL_FLOAT$4] = 4\nTYPE_SIZES[GL_HALF_FLOAT_OES$1] = 2\n\nTYPE_SIZES[GL_UNSIGNED_SHORT$3] = 2\nTYPE_SIZES[GL_UNSIGNED_INT$3] = 4\n\nvar FORMAT_SIZES_SPECIAL = []\nFORMAT_SIZES_SPECIAL[GL_RGBA4] = 2\nFORMAT_SIZES_SPECIAL[GL_RGB5_A1] = 2\nFORMAT_SIZES_SPECIAL[GL_RGB565] = 2\nFORMAT_SIZES_SPECIAL[GL_DEPTH_STENCIL] = 4\n\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGB_S3TC_DXT1_EXT] = 0.5\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_S3TC_DXT1_EXT] = 0.5\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_S3TC_DXT3_EXT] = 1\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_S3TC_DXT5_EXT] = 1\n\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGB_ATC_WEBGL] = 0.5\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL] = 1\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL] = 1\n\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG] = 0.5\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG] = 0.25\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG] = 0.5\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG] = 0.25\n\nFORMAT_SIZES_SPECIAL[GL_COMPRESSED_RGB_ETC1_WEBGL] = 0.5\n\nfunction isNumericArray (arr) {\n return (\n Array.isArray(arr) &&\n (arr.length === 0 ||\n typeof arr[0] === 'number'))\n}\n\nfunction isRectArray (arr) {\n if (!Array.isArray(arr)) {\n return false\n }\n var width = arr.length\n if (width === 0 || !isArrayLike(arr[0])) {\n return false\n }\n return true\n}\n\nfunction classString (x) {\n return Object.prototype.toString.call(x)\n}\n\nfunction isCanvasElement (object) {\n return classString(object) === CANVAS_CLASS\n}\n\nfunction isOffscreenCanvas (object) {\n return classString(object) === OFFSCREENCANVAS_CLASS\n}\n\nfunction isContext2D (object) {\n return classString(object) === CONTEXT2D_CLASS\n}\n\nfunction isBitmap (object) {\n return classString(object) === BITMAP_CLASS\n}\n\nfunction isImageElement (object) {\n return classString(object) === IMAGE_CLASS\n}\n\nfunction isVideoElement (object) {\n return classString(object) === VIDEO_CLASS\n}\n\nfunction isPixelData (object) {\n if (!object) {\n return false\n }\n var className = classString(object)\n if (PIXEL_CLASSES.indexOf(className) >= 0) {\n return true\n }\n return (\n isNumericArray(object) ||\n isRectArray(object) ||\n isNDArrayLike(object))\n}\n\nfunction typedArrayCode$1 (data) {\n return arrayTypes[Object.prototype.toString.call(data)] | 0\n}\n\nfunction convertData (result, data) {\n var n = data.length\n switch (result.type) {\n case GL_UNSIGNED_BYTE$5:\n case GL_UNSIGNED_SHORT$3:\n case GL_UNSIGNED_INT$3:\n case GL_FLOAT$4:\n var converted = pool.allocType(result.type, n)\n converted.set(data)\n result.data = converted\n break\n\n case GL_HALF_FLOAT_OES$1:\n result.data = convertToHalfFloat(data)\n break\n\n default:\n check$1.raise('unsupported texture type, must specify a typed array')\n }\n}\n\nfunction preConvert (image, n) {\n return pool.allocType(\n image.type === GL_HALF_FLOAT_OES$1\n ? GL_FLOAT$4\n : image.type, n)\n}\n\nfunction postConvert (image, data) {\n if (image.type === GL_HALF_FLOAT_OES$1) {\n image.data = convertToHalfFloat(data)\n pool.freeType(data)\n } else {\n image.data = data\n }\n}\n\nfunction transposeData (image, array, strideX, strideY, strideC, offset) {\n var w = image.width\n var h = image.height\n var c = image.channels\n var n = w * h * c\n var data = preConvert(image, n)\n\n var p = 0\n for (var i = 0; i < h; ++i) {\n for (var j = 0; j < w; ++j) {\n for (var k = 0; k < c; ++k) {\n data[p++] = array[strideX * j + strideY * i + strideC * k + offset]\n }\n }\n }\n\n postConvert(image, data)\n}\n\nfunction getTextureSize (format, type, width, height, isMipmap, isCube) {\n var s\n if (typeof FORMAT_SIZES_SPECIAL[format] !== 'undefined') {\n // we have a special array for dealing with weird color formats such as RGB5A1\n s = FORMAT_SIZES_SPECIAL[format]\n } else {\n s = FORMAT_CHANNELS[format] * TYPE_SIZES[type]\n }\n\n if (isCube) {\n s *= 6\n }\n\n if (isMipmap) {\n // compute the total size of all the mipmaps.\n var total = 0\n\n var w = width\n while (w >= 1) {\n // we can only use mipmaps on a square image,\n // so we can simply use the width and ignore the height:\n total += s * w * w\n w /= 2\n }\n return total\n } else {\n return s * width * height\n }\n}\n\nfunction createTextureSet (\n gl, extensions, limits, reglPoll, contextState, stats, config) {\n // -------------------------------------------------------\n // Initialize constants and parameter tables here\n // -------------------------------------------------------\n var mipmapHint = {\n \"don't care\": GL_DONT_CARE,\n 'dont care': GL_DONT_CARE,\n 'nice': GL_NICEST,\n 'fast': GL_FASTEST\n }\n\n var wrapModes = {\n 'repeat': GL_REPEAT,\n 'clamp': GL_CLAMP_TO_EDGE$1,\n 'mirror': GL_MIRRORED_REPEAT\n }\n\n var magFilters = {\n 'nearest': GL_NEAREST$1,\n 'linear': GL_LINEAR\n }\n\n var minFilters = extend({\n 'mipmap': GL_LINEAR_MIPMAP_LINEAR$1,\n 'nearest mipmap nearest': GL_NEAREST_MIPMAP_NEAREST$1,\n 'linear mipmap nearest': GL_LINEAR_MIPMAP_NEAREST$1,\n 'nearest mipmap linear': GL_NEAREST_MIPMAP_LINEAR$1,\n 'linear mipmap linear': GL_LINEAR_MIPMAP_LINEAR$1\n }, magFilters)\n\n var colorSpace = {\n 'none': 0,\n 'browser': GL_BROWSER_DEFAULT_WEBGL\n }\n\n var textureTypes = {\n 'uint8': GL_UNSIGNED_BYTE$5,\n 'rgba4': GL_UNSIGNED_SHORT_4_4_4_4$1,\n 'rgb565': GL_UNSIGNED_SHORT_5_6_5$1,\n 'rgb5 a1': GL_UNSIGNED_SHORT_5_5_5_1$1\n }\n\n var textureFormats = {\n 'alpha': GL_ALPHA,\n 'luminance': GL_LUMINANCE,\n 'luminance alpha': GL_LUMINANCE_ALPHA,\n 'rgb': GL_RGB,\n 'rgba': GL_RGBA$1,\n 'rgba4': GL_RGBA4,\n 'rgb5 a1': GL_RGB5_A1,\n 'rgb565': GL_RGB565\n }\n\n var compressedTextureFormats = {}\n\n if (extensions.ext_srgb) {\n textureFormats.srgb = GL_SRGB_EXT\n textureFormats.srgba = GL_SRGB_ALPHA_EXT\n }\n\n if (extensions.oes_texture_float) {\n textureTypes.float32 = textureTypes.float = GL_FLOAT$4\n }\n\n if (extensions.oes_texture_half_float) {\n textureTypes['float16'] = textureTypes['half float'] = GL_HALF_FLOAT_OES$1\n }\n\n if (extensions.webgl_depth_texture) {\n extend(textureFormats, {\n 'depth': GL_DEPTH_COMPONENT,\n 'depth stencil': GL_DEPTH_STENCIL\n })\n\n extend(textureTypes, {\n 'uint16': GL_UNSIGNED_SHORT$3,\n 'uint32': GL_UNSIGNED_INT$3,\n 'depth stencil': GL_UNSIGNED_INT_24_8_WEBGL$1\n })\n }\n\n if (extensions.webgl_compressed_texture_s3tc) {\n extend(compressedTextureFormats, {\n 'rgb s3tc dxt1': GL_COMPRESSED_RGB_S3TC_DXT1_EXT,\n 'rgba s3tc dxt1': GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,\n 'rgba s3tc dxt3': GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,\n 'rgba s3tc dxt5': GL_COMPRESSED_RGBA_S3TC_DXT5_EXT\n })\n }\n\n if (extensions.webgl_compressed_texture_atc) {\n extend(compressedTextureFormats, {\n 'rgb atc': GL_COMPRESSED_RGB_ATC_WEBGL,\n 'rgba atc explicit alpha': GL_COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL,\n 'rgba atc interpolated alpha': GL_COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\n })\n }\n\n if (extensions.webgl_compressed_texture_pvrtc) {\n extend(compressedTextureFormats, {\n 'rgb pvrtc 4bppv1': GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG,\n 'rgb pvrtc 2bppv1': GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG,\n 'rgba pvrtc 4bppv1': GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG,\n 'rgba pvrtc 2bppv1': GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\n })\n }\n\n if (extensions.webgl_compressed_texture_etc1) {\n compressedTextureFormats['rgb etc1'] = GL_COMPRESSED_RGB_ETC1_WEBGL\n }\n\n // Copy over all texture formats\n var supportedCompressedFormats = Array.prototype.slice.call(\n gl.getParameter(GL_COMPRESSED_TEXTURE_FORMATS))\n Object.keys(compressedTextureFormats).forEach(function (name) {\n var format = compressedTextureFormats[name]\n if (supportedCompressedFormats.indexOf(format) >= 0) {\n textureFormats[name] = format\n }\n })\n\n var supportedFormats = Object.keys(textureFormats)\n limits.textureFormats = supportedFormats\n\n // associate with every format string its\n // corresponding GL-value.\n var textureFormatsInvert = []\n Object.keys(textureFormats).forEach(function (key) {\n var val = textureFormats[key]\n textureFormatsInvert[val] = key\n })\n\n // associate with every type string its\n // corresponding GL-value.\n var textureTypesInvert = []\n Object.keys(textureTypes).forEach(function (key) {\n var val = textureTypes[key]\n textureTypesInvert[val] = key\n })\n\n var magFiltersInvert = []\n Object.keys(magFilters).forEach(function (key) {\n var val = magFilters[key]\n magFiltersInvert[val] = key\n })\n\n var minFiltersInvert = []\n Object.keys(minFilters).forEach(function (key) {\n var val = minFilters[key]\n minFiltersInvert[val] = key\n })\n\n var wrapModesInvert = []\n Object.keys(wrapModes).forEach(function (key) {\n var val = wrapModes[key]\n wrapModesInvert[val] = key\n })\n\n // colorFormats[] gives the format (channels) associated to an\n // internalformat\n var colorFormats = supportedFormats.reduce(function (color, key) {\n var glenum = textureFormats[key]\n if (glenum === GL_LUMINANCE ||\n glenum === GL_ALPHA ||\n glenum === GL_LUMINANCE ||\n glenum === GL_LUMINANCE_ALPHA ||\n glenum === GL_DEPTH_COMPONENT ||\n glenum === GL_DEPTH_STENCIL ||\n (extensions.ext_srgb &&\n (glenum === GL_SRGB_EXT ||\n glenum === GL_SRGB_ALPHA_EXT))) {\n color[glenum] = glenum\n } else if (glenum === GL_RGB5_A1 || key.indexOf('rgba') >= 0) {\n color[glenum] = GL_RGBA$1\n } else {\n color[glenum] = GL_RGB\n }\n return color\n }, {})\n\n function TexFlags () {\n // format info\n this.internalformat = GL_RGBA$1\n this.format = GL_RGBA$1\n this.type = GL_UNSIGNED_BYTE$5\n this.compressed = false\n\n // pixel storage\n this.premultiplyAlpha = false\n this.flipY = false\n this.unpackAlignment = 1\n this.colorSpace = GL_BROWSER_DEFAULT_WEBGL\n\n // shape info\n this.width = 0\n this.height = 0\n this.channels = 0\n }\n\n function copyFlags (result, other) {\n result.internalformat = other.internalformat\n result.format = other.format\n result.type = other.type\n result.compressed = other.compressed\n\n result.premultiplyAlpha = other.premultiplyAlpha\n result.flipY = other.flipY\n result.unpackAlignment = other.unpackAlignment\n result.colorSpace = other.colorSpace\n\n result.width = other.width\n result.height = other.height\n result.channels = other.channels\n }\n\n function parseFlags (flags, options) {\n if (typeof options !== 'object' || !options) {\n return\n }\n\n if ('premultiplyAlpha' in options) {\n check$1.type(options.premultiplyAlpha, 'boolean',\n 'invalid premultiplyAlpha')\n flags.premultiplyAlpha = options.premultiplyAlpha\n }\n\n if ('flipY' in options) {\n check$1.type(options.flipY, 'boolean',\n 'invalid texture flip')\n flags.flipY = options.flipY\n }\n\n if ('alignment' in options) {\n check$1.oneOf(options.alignment, [1, 2, 4, 8],\n 'invalid texture unpack alignment')\n flags.unpackAlignment = options.alignment\n }\n\n if ('colorSpace' in options) {\n check$1.parameter(options.colorSpace, colorSpace,\n 'invalid colorSpace')\n flags.colorSpace = colorSpace[options.colorSpace]\n }\n\n if ('type' in options) {\n var type = options.type\n check$1(extensions.oes_texture_float ||\n !(type === 'float' || type === 'float32'),\n 'you must enable the OES_texture_float extension in order to use floating point textures.')\n check$1(extensions.oes_texture_half_float ||\n !(type === 'half float' || type === 'float16'),\n 'you must enable the OES_texture_half_float extension in order to use 16-bit floating point textures.')\n check$1(extensions.webgl_depth_texture ||\n !(type === 'uint16' || type === 'uint32' || type === 'depth stencil'),\n 'you must enable the WEBGL_depth_texture extension in order to use depth/stencil textures.')\n check$1.parameter(type, textureTypes,\n 'invalid texture type')\n flags.type = textureTypes[type]\n }\n\n var w = flags.width\n var h = flags.height\n var c = flags.channels\n var hasChannels = false\n if ('shape' in options) {\n check$1(Array.isArray(options.shape) && options.shape.length >= 2,\n 'shape must be an array')\n w = options.shape[0]\n h = options.shape[1]\n if (options.shape.length === 3) {\n c = options.shape[2]\n check$1(c > 0 && c <= 4, 'invalid number of channels')\n hasChannels = true\n }\n check$1(w >= 0 && w <= limits.maxTextureSize, 'invalid width')\n check$1(h >= 0 && h <= limits.maxTextureSize, 'invalid height')\n } else {\n if ('radius' in options) {\n w = h = options.radius\n check$1(w >= 0 && w <= limits.maxTextureSize, 'invalid radius')\n }\n if ('width' in options) {\n w = options.width\n check$1(w >= 0 && w <= limits.maxTextureSize, 'invalid width')\n }\n if ('height' in options) {\n h = options.height\n check$1(h >= 0 && h <= limits.maxTextureSize, 'invalid height')\n }\n if ('channels' in options) {\n c = options.channels\n check$1(c > 0 && c <= 4, 'invalid number of channels')\n hasChannels = true\n }\n }\n flags.width = w | 0\n flags.height = h | 0\n flags.channels = c | 0\n\n var hasFormat = false\n if ('format' in options) {\n var formatStr = options.format\n check$1(extensions.webgl_depth_texture ||\n !(formatStr === 'depth' || formatStr === 'depth stencil'),\n 'you must enable the WEBGL_depth_texture extension in order to use depth/stencil textures.')\n check$1.parameter(formatStr, textureFormats,\n 'invalid texture format')\n var internalformat = flags.internalformat = textureFormats[formatStr]\n flags.format = colorFormats[internalformat]\n if (formatStr in textureTypes) {\n if (!('type' in options)) {\n flags.type = textureTypes[formatStr]\n }\n }\n if (formatStr in compressedTextureFormats) {\n flags.compressed = true\n }\n hasFormat = true\n }\n\n // Reconcile channels and format\n if (!hasChannels && hasFormat) {\n flags.channels = FORMAT_CHANNELS[flags.format]\n } else if (hasChannels && !hasFormat) {\n if (flags.channels !== CHANNELS_FORMAT[flags.format]) {\n flags.format = flags.internalformat = CHANNELS_FORMAT[flags.channels]\n }\n } else if (hasFormat && hasChannels) {\n check$1(\n flags.channels === FORMAT_CHANNELS[flags.format],\n 'number of channels inconsistent with specified format')\n }\n }\n\n function setFlags (flags) {\n gl.pixelStorei(GL_UNPACK_FLIP_Y_WEBGL, flags.flipY)\n gl.pixelStorei(GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL, flags.premultiplyAlpha)\n gl.pixelStorei(GL_UNPACK_COLORSPACE_CONVERSION_WEBGL, flags.colorSpace)\n gl.pixelStorei(GL_UNPACK_ALIGNMENT, flags.unpackAlignment)\n }\n\n // -------------------------------------------------------\n // Tex image data\n // -------------------------------------------------------\n function TexImage () {\n TexFlags.call(this)\n\n this.xOffset = 0\n this.yOffset = 0\n\n // data\n this.data = null\n this.needsFree = false\n\n // html element\n this.element = null\n\n // copyTexImage info\n this.needsCopy = false\n }\n\n function parseImage (image, options) {\n var data = null\n if (isPixelData(options)) {\n data = options\n } else if (options) {\n check$1.type(options, 'object', 'invalid pixel data type')\n parseFlags(image, options)\n if ('x' in options) {\n image.xOffset = options.x | 0\n }\n if ('y' in options) {\n image.yOffset = options.y | 0\n }\n if (isPixelData(options.data)) {\n data = options.data\n }\n }\n\n check$1(\n !image.compressed ||\n data instanceof Uint8Array,\n 'compressed texture data must be stored in a uint8array')\n\n if (options.copy) {\n check$1(!data, 'can not specify copy and data field for the same texture')\n var viewW = contextState.viewportWidth\n var viewH = contextState.viewportHeight\n image.width = image.width || (viewW - image.xOffset)\n image.height = image.height || (viewH - image.yOffset)\n image.needsCopy = true\n check$1(image.xOffset >= 0 && image.xOffset < viewW &&\n image.yOffset >= 0 && image.yOffset < viewH &&\n image.width > 0 && image.width <= viewW &&\n image.height > 0 && image.height <= viewH,\n 'copy texture read out of bounds')\n } else if (!data) {\n image.width = image.width || 1\n image.height = image.height || 1\n image.channels = image.channels || 4\n } else if (isTypedArray(data)) {\n image.channels = image.channels || 4\n image.data = data\n if (!('type' in options) && image.type === GL_UNSIGNED_BYTE$5) {\n image.type = typedArrayCode$1(data)\n }\n } else if (isNumericArray(data)) {\n image.channels = image.channels || 4\n convertData(image, data)\n image.alignment = 1\n image.needsFree = true\n } else if (isNDArrayLike(data)) {\n var array = data.data\n if (!Array.isArray(array) && image.type === GL_UNSIGNED_BYTE$5) {\n image.type = typedArrayCode$1(array)\n }\n var shape = data.shape\n var stride = data.stride\n var shapeX, shapeY, shapeC, strideX, strideY, strideC\n if (shape.length === 3) {\n shapeC = shape[2]\n strideC = stride[2]\n } else {\n check$1(shape.length === 2, 'invalid ndarray pixel data, must be 2 or 3D')\n shapeC = 1\n strideC = 1\n }\n shapeX = shape[0]\n shapeY = shape[1]\n strideX = stride[0]\n strideY = stride[1]\n image.alignment = 1\n image.width = shapeX\n image.height = shapeY\n image.channels = shapeC\n image.format = image.internalformat = CHANNELS_FORMAT[shapeC]\n image.needsFree = true\n transposeData(image, array, strideX, strideY, strideC, data.offset)\n } else if (isCanvasElement(data) || isOffscreenCanvas(data) || isContext2D(data)) {\n if (isCanvasElement(data) || isOffscreenCanvas(data)) {\n image.element = data\n } else {\n image.element = data.canvas\n }\n image.width = image.element.width\n image.height = image.element.height\n image.channels = 4\n } else if (isBitmap(data)) {\n image.element = data\n image.width = data.width\n image.height = data.height\n image.channels = 4\n } else if (isImageElement(data)) {\n image.element = data\n image.width = data.naturalWidth\n image.height = data.naturalHeight\n image.channels = 4\n } else if (isVideoElement(data)) {\n image.element = data\n image.width = data.videoWidth\n image.height = data.videoHeight\n image.channels = 4\n } else if (isRectArray(data)) {\n var w = image.width || data[0].length\n var h = image.height || data.length\n var c = image.channels\n if (isArrayLike(data[0][0])) {\n c = c || data[0][0].length\n } else {\n c = c || 1\n }\n var arrayShape = flattenUtils.shape(data)\n var n = 1\n for (var dd = 0; dd < arrayShape.length; ++dd) {\n n *= arrayShape[dd]\n }\n var allocData = preConvert(image, n)\n flattenUtils.flatten(data, arrayShape, '', allocData)\n postConvert(image, allocData)\n image.alignment = 1\n image.width = w\n image.height = h\n image.channels = c\n image.format = image.internalformat = CHANNELS_FORMAT[c]\n image.needsFree = true\n }\n\n if (image.type === GL_FLOAT$4) {\n check$1(limits.extensions.indexOf('oes_texture_float') >= 0,\n 'oes_texture_float extension not enabled')\n } else if (image.type === GL_HALF_FLOAT_OES$1) {\n check$1(limits.extensions.indexOf('oes_texture_half_float') >= 0,\n 'oes_texture_half_float extension not enabled')\n }\n\n // do compressed texture validation here.\n }\n\n function setImage (info, target, miplevel) {\n var element = info.element\n var data = info.data\n var internalformat = info.internalformat\n var format = info.format\n var type = info.type\n var width = info.width\n var height = info.height\n\n setFlags(info)\n\n if (element) {\n gl.texImage2D(target, miplevel, format, format, type, element)\n } else if (info.compressed) {\n gl.compressedTexImage2D(target, miplevel, internalformat, width, height, 0, data)\n } else if (info.needsCopy) {\n reglPoll()\n gl.copyTexImage2D(\n target, miplevel, format, info.xOffset, info.yOffset, width, height, 0)\n } else {\n gl.texImage2D(target, miplevel, format, width, height, 0, format, type, data || null)\n }\n }\n\n function setSubImage (info, target, x, y, miplevel) {\n var element = info.element\n var data = info.data\n var internalformat = info.internalformat\n var format = info.format\n var type = info.type\n var width = info.width\n var height = info.height\n\n setFlags(info)\n\n if (element) {\n gl.texSubImage2D(\n target, miplevel, x, y, format, type, element)\n } else if (info.compressed) {\n gl.compressedTexSubImage2D(\n target, miplevel, x, y, internalformat, width, height, data)\n } else if (info.needsCopy) {\n reglPoll()\n gl.copyTexSubImage2D(\n target, miplevel, x, y, info.xOffset, info.yOffset, width, height)\n } else {\n gl.texSubImage2D(\n target, miplevel, x, y, width, height, format, type, data)\n }\n }\n\n // texImage pool\n var imagePool = []\n\n function allocImage () {\n return imagePool.pop() || new TexImage()\n }\n\n function freeImage (image) {\n if (image.needsFree) {\n pool.freeType(image.data)\n }\n TexImage.call(image)\n imagePool.push(image)\n }\n\n // -------------------------------------------------------\n // Mip map\n // -------------------------------------------------------\n function MipMap () {\n TexFlags.call(this)\n\n this.genMipmaps = false\n this.mipmapHint = GL_DONT_CARE\n this.mipmask = 0\n this.images = Array(16)\n }\n\n function parseMipMapFromShape (mipmap, width, height) {\n var img = mipmap.images[0] = allocImage()\n mipmap.mipmask = 1\n img.width = mipmap.width = width\n img.height = mipmap.height = height\n img.channels = mipmap.channels = 4\n }\n\n function parseMipMapFromObject (mipmap, options) {\n var imgData = null\n if (isPixelData(options)) {\n imgData = mipmap.images[0] = allocImage()\n copyFlags(imgData, mipmap)\n parseImage(imgData, options)\n mipmap.mipmask = 1\n } else {\n parseFlags(mipmap, options)\n if (Array.isArray(options.mipmap)) {\n var mipData = options.mipmap\n for (var i = 0; i < mipData.length; ++i) {\n imgData = mipmap.images[i] = allocImage()\n copyFlags(imgData, mipmap)\n imgData.width >>= i\n imgData.height >>= i\n parseImage(imgData, mipData[i])\n mipmap.mipmask |= (1 << i)\n }\n } else {\n imgData = mipmap.images[0] = allocImage()\n copyFlags(imgData, mipmap)\n parseImage(imgData, options)\n mipmap.mipmask = 1\n }\n }\n copyFlags(mipmap, mipmap.images[0])\n\n // For textures of the compressed format WEBGL_compressed_texture_s3tc\n // we must have that\n //\n // \"When level equals zero width and height must be a multiple of 4.\n // When level is greater than 0 width and height must be 0, 1, 2 or a multiple of 4. \"\n //\n // but we do not yet support having multiple mipmap levels for compressed textures,\n // so we only test for level zero.\n\n if (\n mipmap.compressed &&\n (\n mipmap.internalformat === GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||\n mipmap.internalformat === GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ||\n mipmap.internalformat === GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ||\n mipmap.internalformat === GL_COMPRESSED_RGBA_S3TC_DXT5_EXT\n )\n ) {\n check$1(mipmap.width % 4 === 0 && mipmap.height % 4 === 0,\n 'for compressed texture formats, mipmap level 0 must have width and height that are a multiple of 4')\n }\n }\n\n function setMipMap (mipmap, target) {\n var images = mipmap.images\n for (var i = 0; i < images.length; ++i) {\n if (!images[i]) {\n return\n }\n setImage(images[i], target, i)\n }\n }\n\n var mipPool = []\n\n function allocMipMap () {\n var result = mipPool.pop() || new MipMap()\n TexFlags.call(result)\n result.mipmask = 0\n for (var i = 0; i < 16; ++i) {\n result.images[i] = null\n }\n return result\n }\n\n function freeMipMap (mipmap) {\n var images = mipmap.images\n for (var i = 0; i < images.length; ++i) {\n if (images[i]) {\n freeImage(images[i])\n }\n images[i] = null\n }\n mipPool.push(mipmap)\n }\n\n // -------------------------------------------------------\n // Tex info\n // -------------------------------------------------------\n function TexInfo () {\n this.minFilter = GL_NEAREST$1\n this.magFilter = GL_NEAREST$1\n\n this.wrapS = GL_CLAMP_TO_EDGE$1\n this.wrapT = GL_CLAMP_TO_EDGE$1\n\n this.anisotropic = 1\n\n this.genMipmaps = false\n this.mipmapHint = GL_DONT_CARE\n }\n\n function parseTexInfo (info, options) {\n if ('min' in options) {\n var minFilter = options.min\n check$1.parameter(minFilter, minFilters)\n info.minFilter = minFilters[minFilter]\n if (MIPMAP_FILTERS.indexOf(info.minFilter) >= 0 && !('faces' in options)) {\n info.genMipmaps = true\n }\n }\n\n if ('mag' in options) {\n var magFilter = options.mag\n check$1.parameter(magFilter, magFilters)\n info.magFilter = magFilters[magFilter]\n }\n\n var wrapS = info.wrapS\n var wrapT = info.wrapT\n if ('wrap' in options) {\n var wrap = options.wrap\n if (typeof wrap === 'string') {\n check$1.parameter(wrap, wrapModes)\n wrapS = wrapT = wrapModes[wrap]\n } else if (Array.isArray(wrap)) {\n check$1.parameter(wrap[0], wrapModes)\n check$1.parameter(wrap[1], wrapModes)\n wrapS = wrapModes[wrap[0]]\n wrapT = wrapModes[wrap[1]]\n }\n } else {\n if ('wrapS' in options) {\n var optWrapS = options.wrapS\n check$1.parameter(optWrapS, wrapModes)\n wrapS = wrapModes[optWrapS]\n }\n if ('wrapT' in options) {\n var optWrapT = options.wrapT\n check$1.parameter(optWrapT, wrapModes)\n wrapT = wrapModes[optWrapT]\n }\n }\n info.wrapS = wrapS\n info.wrapT = wrapT\n\n if ('anisotropic' in options) {\n var anisotropic = options.anisotropic\n check$1(typeof anisotropic === 'number' &&\n anisotropic >= 1 && anisotropic <= limits.maxAnisotropic,\n 'aniso samples must be between 1 and ')\n info.anisotropic = options.anisotropic\n }\n\n if ('mipmap' in options) {\n var hasMipMap = false\n switch (typeof options.mipmap) {\n case 'string':\n check$1.parameter(options.mipmap, mipmapHint,\n 'invalid mipmap hint')\n info.mipmapHint = mipmapHint[options.mipmap]\n info.genMipmaps = true\n hasMipMap = true\n break\n\n case 'boolean':\n hasMipMap = info.genMipmaps = options.mipmap\n break\n\n case 'object':\n check$1(Array.isArray(options.mipmap), 'invalid mipmap type')\n info.genMipmaps = false\n hasMipMap = true\n break\n\n default:\n check$1.raise('invalid mipmap type')\n }\n if (hasMipMap && !('min' in options)) {\n info.minFilter = GL_NEAREST_MIPMAP_NEAREST$1\n }\n }\n }\n\n function setTexInfo (info, target) {\n gl.texParameteri(target, GL_TEXTURE_MIN_FILTER, info.minFilter)\n gl.texParameteri(target, GL_TEXTURE_MAG_FILTER, info.magFilter)\n gl.texParameteri(target, GL_TEXTURE_WRAP_S, info.wrapS)\n gl.texParameteri(target, GL_TEXTURE_WRAP_T, info.wrapT)\n if (extensions.ext_texture_filter_anisotropic) {\n gl.texParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, info.anisotropic)\n }\n if (info.genMipmaps) {\n gl.hint(GL_GENERATE_MIPMAP_HINT, info.mipmapHint)\n gl.generateMipmap(target)\n }\n }\n\n // -------------------------------------------------------\n // Full texture object\n // -------------------------------------------------------\n var textureCount = 0\n var textureSet = {}\n var numTexUnits = limits.maxTextureUnits\n var textureUnits = Array(numTexUnits).map(function () {\n return null\n })\n\n function REGLTexture (target) {\n TexFlags.call(this)\n this.mipmask = 0\n this.internalformat = GL_RGBA$1\n\n this.id = textureCount++\n\n this.refCount = 1\n\n this.target = target\n this.texture = gl.createTexture()\n\n this.unit = -1\n this.bindCount = 0\n\n this.texInfo = new TexInfo()\n\n if (config.profile) {\n this.stats = { size: 0 }\n }\n }\n\n function tempBind (texture) {\n gl.activeTexture(GL_TEXTURE0$1)\n gl.bindTexture(texture.target, texture.texture)\n }\n\n function tempRestore () {\n var prev = textureUnits[0]\n if (prev) {\n gl.bindTexture(prev.target, prev.texture)\n } else {\n gl.bindTexture(GL_TEXTURE_2D$1, null)\n }\n }\n\n function destroy (texture) {\n var handle = texture.texture\n check$1(handle, 'must not double destroy texture')\n var unit = texture.unit\n var target = texture.target\n if (unit >= 0) {\n gl.activeTexture(GL_TEXTURE0$1 + unit)\n gl.bindTexture(target, null)\n textureUnits[unit] = null\n }\n gl.deleteTexture(handle)\n texture.texture = null\n texture.params = null\n texture.pixels = null\n texture.refCount = 0\n delete textureSet[texture.id]\n stats.textureCount--\n }\n\n extend(REGLTexture.prototype, {\n bind: function () {\n var texture = this\n texture.bindCount += 1\n var unit = texture.unit\n if (unit < 0) {\n for (var i = 0; i < numTexUnits; ++i) {\n var other = textureUnits[i]\n if (other) {\n if (other.bindCount > 0) {\n continue\n }\n other.unit = -1\n }\n textureUnits[i] = texture\n unit = i\n break\n }\n if (unit >= numTexUnits) {\n check$1.raise('insufficient number of texture units')\n }\n if (config.profile && stats.maxTextureUnits < (unit + 1)) {\n stats.maxTextureUnits = unit + 1 // +1, since the units are zero-based\n }\n texture.unit = unit\n gl.activeTexture(GL_TEXTURE0$1 + unit)\n gl.bindTexture(texture.target, texture.texture)\n }\n return unit\n },\n\n unbind: function () {\n this.bindCount -= 1\n },\n\n decRef: function () {\n if (--this.refCount <= 0) {\n destroy(this)\n }\n }\n })\n\n function createTexture2D (a, b) {\n var texture = new REGLTexture(GL_TEXTURE_2D$1)\n textureSet[texture.id] = texture\n stats.textureCount++\n\n function reglTexture2D (a, b) {\n var texInfo = texture.texInfo\n TexInfo.call(texInfo)\n var mipData = allocMipMap()\n\n if (typeof a === 'number') {\n if (typeof b === 'number') {\n parseMipMapFromShape(mipData, a | 0, b | 0)\n } else {\n parseMipMapFromShape(mipData, a | 0, a | 0)\n }\n } else if (a) {\n check$1.type(a, 'object', 'invalid arguments to regl.texture')\n parseTexInfo(texInfo, a)\n parseMipMapFromObject(mipData, a)\n } else {\n // empty textures get assigned a default shape of 1x1\n parseMipMapFromShape(mipData, 1, 1)\n }\n\n if (texInfo.genMipmaps) {\n mipData.mipmask = (mipData.width << 1) - 1\n }\n texture.mipmask = mipData.mipmask\n\n copyFlags(texture, mipData)\n\n check$1.texture2D(texInfo, mipData, limits)\n texture.internalformat = mipData.internalformat\n\n reglTexture2D.width = mipData.width\n reglTexture2D.height = mipData.height\n\n tempBind(texture)\n setMipMap(mipData, GL_TEXTURE_2D$1)\n setTexInfo(texInfo, GL_TEXTURE_2D$1)\n tempRestore()\n\n freeMipMap(mipData)\n\n if (config.profile) {\n texture.stats.size = getTextureSize(\n texture.internalformat,\n texture.type,\n mipData.width,\n mipData.height,\n texInfo.genMipmaps,\n false)\n }\n reglTexture2D.format = textureFormatsInvert[texture.internalformat]\n reglTexture2D.type = textureTypesInvert[texture.type]\n\n reglTexture2D.mag = magFiltersInvert[texInfo.magFilter]\n reglTexture2D.min = minFiltersInvert[texInfo.minFilter]\n\n reglTexture2D.wrapS = wrapModesInvert[texInfo.wrapS]\n reglTexture2D.wrapT = wrapModesInvert[texInfo.wrapT]\n\n return reglTexture2D\n }\n\n function subimage (image, x_, y_, level_) {\n check$1(!!image, 'must specify image data')\n\n var x = x_ | 0\n var y = y_ | 0\n var level = level_ | 0\n\n var imageData = allocImage()\n copyFlags(imageData, texture)\n imageData.width = 0\n imageData.height = 0\n parseImage(imageData, image)\n imageData.width = imageData.width || ((texture.width >> level) - x)\n imageData.height = imageData.height || ((texture.height >> level) - y)\n\n check$1(\n texture.type === imageData.type &&\n texture.format === imageData.format &&\n texture.internalformat === imageData.internalformat,\n 'incompatible format for texture.subimage')\n check$1(\n x >= 0 && y >= 0 &&\n x + imageData.width <= texture.width &&\n y + imageData.height <= texture.height,\n 'texture.subimage write out of bounds')\n check$1(\n texture.mipmask & (1 << level),\n 'missing mipmap data')\n check$1(\n imageData.data || imageData.element || imageData.needsCopy,\n 'missing image data')\n\n tempBind(texture)\n setSubImage(imageData, GL_TEXTURE_2D$1, x, y, level)\n tempRestore()\n\n freeImage(imageData)\n\n return reglTexture2D\n }\n\n function resize (w_, h_) {\n var w = w_ | 0\n var h = (h_ | 0) || w\n if (w === texture.width && h === texture.height) {\n return reglTexture2D\n }\n\n reglTexture2D.width = texture.width = w\n reglTexture2D.height = texture.height = h\n\n tempBind(texture)\n\n for (var i = 0; texture.mipmask >> i; ++i) {\n var _w = w >> i\n var _h = h >> i\n if (!_w || !_h) break\n gl.texImage2D(\n GL_TEXTURE_2D$1,\n i,\n texture.format,\n _w,\n _h,\n 0,\n texture.format,\n texture.type,\n null)\n }\n tempRestore()\n\n // also, recompute the texture size.\n if (config.profile) {\n texture.stats.size = getTextureSize(\n texture.internalformat,\n texture.type,\n w,\n h,\n false,\n false)\n }\n\n return reglTexture2D\n }\n\n reglTexture2D(a, b)\n\n reglTexture2D.subimage = subimage\n reglTexture2D.resize = resize\n reglTexture2D._reglType = 'texture2d'\n reglTexture2D._texture = texture\n if (config.profile) {\n reglTexture2D.stats = texture.stats\n }\n reglTexture2D.destroy = function () {\n texture.decRef()\n }\n\n return reglTexture2D\n }\n\n function createTextureCube (a0, a1, a2, a3, a4, a5) {\n var texture = new REGLTexture(GL_TEXTURE_CUBE_MAP$1)\n textureSet[texture.id] = texture\n stats.cubeCount++\n\n var faces = new Array(6)\n\n function reglTextureCube (a0, a1, a2, a3, a4, a5) {\n var i\n var texInfo = texture.texInfo\n TexInfo.call(texInfo)\n for (i = 0; i < 6; ++i) {\n faces[i] = allocMipMap()\n }\n\n if (typeof a0 === 'number' || !a0) {\n var s = (a0 | 0) || 1\n for (i = 0; i < 6; ++i) {\n parseMipMapFromShape(faces[i], s, s)\n }\n } else if (typeof a0 === 'object') {\n if (a1) {\n parseMipMapFromObject(faces[0], a0)\n parseMipMapFromObject(faces[1], a1)\n parseMipMapFromObject(faces[2], a2)\n parseMipMapFromObject(faces[3], a3)\n parseMipMapFromObject(faces[4], a4)\n parseMipMapFromObject(faces[5], a5)\n } else {\n parseTexInfo(texInfo, a0)\n parseFlags(texture, a0)\n if ('faces' in a0) {\n var faceInput = a0.faces\n check$1(Array.isArray(faceInput) && faceInput.length === 6,\n 'cube faces must be a length 6 array')\n for (i = 0; i < 6; ++i) {\n check$1(typeof faceInput[i] === 'object' && !!faceInput[i],\n 'invalid input for cube map face')\n copyFlags(faces[i], texture)\n parseMipMapFromObject(faces[i], faceInput[i])\n }\n } else {\n for (i = 0; i < 6; ++i) {\n parseMipMapFromObject(faces[i], a0)\n }\n }\n }\n } else {\n check$1.raise('invalid arguments to cube map')\n }\n\n copyFlags(texture, faces[0])\n\n if (!limits.npotTextureCube) {\n check$1(isPow2$1(texture.width) && isPow2$1(texture.height), 'your browser does not support non power or two texture dimensions')\n }\n\n if (texInfo.genMipmaps) {\n texture.mipmask = (faces[0].width << 1) - 1\n } else {\n texture.mipmask = faces[0].mipmask\n }\n\n check$1.textureCube(texture, texInfo, faces, limits)\n texture.internalformat = faces[0].internalformat\n\n reglTextureCube.width = faces[0].width\n reglTextureCube.height = faces[0].height\n\n tempBind(texture)\n for (i = 0; i < 6; ++i) {\n setMipMap(faces[i], GL_TEXTURE_CUBE_MAP_POSITIVE_X$1 + i)\n }\n setTexInfo(texInfo, GL_TEXTURE_CUBE_MAP$1)\n tempRestore()\n\n if (config.profile) {\n texture.stats.size = getTextureSize(\n texture.internalformat,\n texture.type,\n reglTextureCube.width,\n reglTextureCube.height,\n texInfo.genMipmaps,\n true)\n }\n\n reglTextureCube.format = textureFormatsInvert[texture.internalformat]\n reglTextureCube.type = textureTypesInvert[texture.type]\n\n reglTextureCube.mag = magFiltersInvert[texInfo.magFilter]\n reglTextureCube.min = minFiltersInvert[texInfo.minFilter]\n\n reglTextureCube.wrapS = wrapModesInvert[texInfo.wrapS]\n reglTextureCube.wrapT = wrapModesInvert[texInfo.wrapT]\n\n for (i = 0; i < 6; ++i) {\n freeMipMap(faces[i])\n }\n\n return reglTextureCube\n }\n\n function subimage (face, image, x_, y_, level_) {\n check$1(!!image, 'must specify image data')\n check$1(typeof face === 'number' && face === (face | 0) &&\n face >= 0 && face < 6, 'invalid face')\n\n var x = x_ | 0\n var y = y_ | 0\n var level = level_ | 0\n\n var imageData = allocImage()\n copyFlags(imageData, texture)\n imageData.width = 0\n imageData.height = 0\n parseImage(imageData, image)\n imageData.width = imageData.width || ((texture.width >> level) - x)\n imageData.height = imageData.height || ((texture.height >> level) - y)\n\n check$1(\n texture.type === imageData.type &&\n texture.format === imageData.format &&\n texture.internalformat === imageData.internalformat,\n 'incompatible format for texture.subimage')\n check$1(\n x >= 0 && y >= 0 &&\n x + imageData.width <= texture.width &&\n y + imageData.height <= texture.height,\n 'texture.subimage write out of bounds')\n check$1(\n texture.mipmask & (1 << level),\n 'missing mipmap data')\n check$1(\n imageData.data || imageData.element || imageData.needsCopy,\n 'missing image data')\n\n tempBind(texture)\n setSubImage(imageData, GL_TEXTURE_CUBE_MAP_POSITIVE_X$1 + face, x, y, level)\n tempRestore()\n\n freeImage(imageData)\n\n return reglTextureCube\n }\n\n function resize (radius_) {\n var radius = radius_ | 0\n if (radius === texture.width) {\n return\n }\n\n reglTextureCube.width = texture.width = radius\n reglTextureCube.height = texture.height = radius\n\n tempBind(texture)\n for (var i = 0; i < 6; ++i) {\n for (var j = 0; texture.mipmask >> j; ++j) {\n gl.texImage2D(\n GL_TEXTURE_CUBE_MAP_POSITIVE_X$1 + i,\n j,\n texture.format,\n radius >> j,\n radius >> j,\n 0,\n texture.format,\n texture.type,\n null)\n }\n }\n tempRestore()\n\n if (config.profile) {\n texture.stats.size = getTextureSize(\n texture.internalformat,\n texture.type,\n reglTextureCube.width,\n reglTextureCube.height,\n false,\n true)\n }\n\n return reglTextureCube\n }\n\n reglTextureCube(a0, a1, a2, a3, a4, a5)\n\n reglTextureCube.subimage = subimage\n reglTextureCube.resize = resize\n reglTextureCube._reglType = 'textureCube'\n reglTextureCube._texture = texture\n if (config.profile) {\n reglTextureCube.stats = texture.stats\n }\n reglTextureCube.destroy = function () {\n texture.decRef()\n }\n\n return reglTextureCube\n }\n\n // Called when regl is destroyed\n function destroyTextures () {\n for (var i = 0; i < numTexUnits; ++i) {\n gl.activeTexture(GL_TEXTURE0$1 + i)\n gl.bindTexture(GL_TEXTURE_2D$1, null)\n textureUnits[i] = null\n }\n values(textureSet).forEach(destroy)\n\n stats.cubeCount = 0\n stats.textureCount = 0\n }\n\n if (config.profile) {\n stats.getTotalTextureSize = function () {\n var total = 0\n Object.keys(textureSet).forEach(function (key) {\n total += textureSet[key].stats.size\n })\n return total\n }\n }\n\n function restoreTextures () {\n for (var i = 0; i < numTexUnits; ++i) {\n var tex = textureUnits[i]\n if (tex) {\n tex.bindCount = 0\n tex.unit = -1\n textureUnits[i] = null\n }\n }\n\n values(textureSet).forEach(function (texture) {\n texture.texture = gl.createTexture()\n gl.bindTexture(texture.target, texture.texture)\n for (var i = 0; i < 32; ++i) {\n if ((texture.mipmask & (1 << i)) === 0) {\n continue\n }\n if (texture.target === GL_TEXTURE_2D$1) {\n gl.texImage2D(GL_TEXTURE_2D$1,\n i,\n texture.internalformat,\n texture.width >> i,\n texture.height >> i,\n 0,\n texture.internalformat,\n texture.type,\n null)\n } else {\n for (var j = 0; j < 6; ++j) {\n gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X$1 + j,\n i,\n texture.internalformat,\n texture.width >> i,\n texture.height >> i,\n 0,\n texture.internalformat,\n texture.type,\n null)\n }\n }\n }\n setTexInfo(texture.texInfo, texture.target)\n })\n }\n\n return {\n create2D: createTexture2D,\n createCube: createTextureCube,\n clear: destroyTextures,\n getTexture: function (wrapper) {\n return null\n },\n restore: restoreTextures\n }\n}\n\nvar GL_RENDERBUFFER = 0x8D41\n\nvar GL_RGBA4$1 = 0x8056\nvar GL_RGB5_A1$1 = 0x8057\nvar GL_RGB565$1 = 0x8D62\nvar GL_DEPTH_COMPONENT16 = 0x81A5\nvar GL_STENCIL_INDEX8 = 0x8D48\nvar GL_DEPTH_STENCIL$1 = 0x84F9\n\nvar GL_SRGB8_ALPHA8_EXT = 0x8C43\n\nvar GL_RGBA32F_EXT = 0x8814\n\nvar GL_RGBA16F_EXT = 0x881A\nvar GL_RGB16F_EXT = 0x881B\n\nvar FORMAT_SIZES = []\n\nFORMAT_SIZES[GL_RGBA4$1] = 2\nFORMAT_SIZES[GL_RGB5_A1$1] = 2\nFORMAT_SIZES[GL_RGB565$1] = 2\n\nFORMAT_SIZES[GL_DEPTH_COMPONENT16] = 2\nFORMAT_SIZES[GL_STENCIL_INDEX8] = 1\nFORMAT_SIZES[GL_DEPTH_STENCIL$1] = 4\n\nFORMAT_SIZES[GL_SRGB8_ALPHA8_EXT] = 4\nFORMAT_SIZES[GL_RGBA32F_EXT] = 16\nFORMAT_SIZES[GL_RGBA16F_EXT] = 8\nFORMAT_SIZES[GL_RGB16F_EXT] = 6\n\nfunction getRenderbufferSize (format, width, height) {\n return FORMAT_SIZES[format] * width * height\n}\n\nvar wrapRenderbuffers = function (gl, extensions, limits, stats, config) {\n var formatTypes = {\n 'rgba4': GL_RGBA4$1,\n 'rgb565': GL_RGB565$1,\n 'rgb5 a1': GL_RGB5_A1$1,\n 'depth': GL_DEPTH_COMPONENT16,\n 'stencil': GL_STENCIL_INDEX8,\n 'depth stencil': GL_DEPTH_STENCIL$1\n }\n\n if (extensions.ext_srgb) {\n formatTypes['srgba'] = GL_SRGB8_ALPHA8_EXT\n }\n\n if (extensions.ext_color_buffer_half_float) {\n formatTypes['rgba16f'] = GL_RGBA16F_EXT\n formatTypes['rgb16f'] = GL_RGB16F_EXT\n }\n\n if (extensions.webgl_color_buffer_float) {\n formatTypes['rgba32f'] = GL_RGBA32F_EXT\n }\n\n var formatTypesInvert = []\n Object.keys(formatTypes).forEach(function (key) {\n var val = formatTypes[key]\n formatTypesInvert[val] = key\n })\n\n var renderbufferCount = 0\n var renderbufferSet = {}\n\n function REGLRenderbuffer (renderbuffer) {\n this.id = renderbufferCount++\n this.refCount = 1\n\n this.renderbuffer = renderbuffer\n\n this.format = GL_RGBA4$1\n this.width = 0\n this.height = 0\n\n if (config.profile) {\n this.stats = { size: 0 }\n }\n }\n\n REGLRenderbuffer.prototype.decRef = function () {\n if (--this.refCount <= 0) {\n destroy(this)\n }\n }\n\n function destroy (rb) {\n var handle = rb.renderbuffer\n check$1(handle, 'must not double destroy renderbuffer')\n gl.bindRenderbuffer(GL_RENDERBUFFER, null)\n gl.deleteRenderbuffer(handle)\n rb.renderbuffer = null\n rb.refCount = 0\n delete renderbufferSet[rb.id]\n stats.renderbufferCount--\n }\n\n function createRenderbuffer (a, b) {\n var renderbuffer = new REGLRenderbuffer(gl.createRenderbuffer())\n renderbufferSet[renderbuffer.id] = renderbuffer\n stats.renderbufferCount++\n\n function reglRenderbuffer (a, b) {\n var w = 0\n var h = 0\n var format = GL_RGBA4$1\n\n if (typeof a === 'object' && a) {\n var options = a\n if ('shape' in options) {\n var shape = options.shape\n check$1(Array.isArray(shape) && shape.length >= 2,\n 'invalid renderbuffer shape')\n w = shape[0] | 0\n h = shape[1] | 0\n } else {\n if ('radius' in options) {\n w = h = options.radius | 0\n }\n if ('width' in options) {\n w = options.width | 0\n }\n if ('height' in options) {\n h = options.height | 0\n }\n }\n if ('format' in options) {\n check$1.parameter(options.format, formatTypes,\n 'invalid renderbuffer format')\n format = formatTypes[options.format]\n }\n } else if (typeof a === 'number') {\n w = a | 0\n if (typeof b === 'number') {\n h = b | 0\n } else {\n h = w\n }\n } else if (!a) {\n w = h = 1\n } else {\n check$1.raise('invalid arguments to renderbuffer constructor')\n }\n\n // check shape\n check$1(\n w > 0 && h > 0 &&\n w <= limits.maxRenderbufferSize && h <= limits.maxRenderbufferSize,\n 'invalid renderbuffer size')\n\n if (w === renderbuffer.width &&\n h === renderbuffer.height &&\n format === renderbuffer.format) {\n return\n }\n\n reglRenderbuffer.width = renderbuffer.width = w\n reglRenderbuffer.height = renderbuffer.height = h\n renderbuffer.format = format\n\n gl.bindRenderbuffer(GL_RENDERBUFFER, renderbuffer.renderbuffer)\n gl.renderbufferStorage(GL_RENDERBUFFER, format, w, h)\n\n check$1(\n gl.getError() === 0,\n 'invalid render buffer format')\n\n if (config.profile) {\n renderbuffer.stats.size = getRenderbufferSize(renderbuffer.format, renderbuffer.width, renderbuffer.height)\n }\n reglRenderbuffer.format = formatTypesInvert[renderbuffer.format]\n\n return reglRenderbuffer\n }\n\n function resize (w_, h_) {\n var w = w_ | 0\n var h = (h_ | 0) || w\n\n if (w === renderbuffer.width && h === renderbuffer.height) {\n return reglRenderbuffer\n }\n\n // check shape\n check$1(\n w > 0 && h > 0 &&\n w <= limits.maxRenderbufferSize && h <= limits.maxRenderbufferSize,\n 'invalid renderbuffer size')\n\n reglRenderbuffer.width = renderbuffer.width = w\n reglRenderbuffer.height = renderbuffer.height = h\n\n gl.bindRenderbuffer(GL_RENDERBUFFER, renderbuffer.renderbuffer)\n gl.renderbufferStorage(GL_RENDERBUFFER, renderbuffer.format, w, h)\n\n check$1(\n gl.getError() === 0,\n 'invalid render buffer format')\n\n // also, recompute size.\n if (config.profile) {\n renderbuffer.stats.size = getRenderbufferSize(\n renderbuffer.format, renderbuffer.width, renderbuffer.height)\n }\n\n return reglRenderbuffer\n }\n\n reglRenderbuffer(a, b)\n\n reglRenderbuffer.resize = resize\n reglRenderbuffer._reglType = 'renderbuffer'\n reglRenderbuffer._renderbuffer = renderbuffer\n if (config.profile) {\n reglRenderbuffer.stats = renderbuffer.stats\n }\n reglRenderbuffer.destroy = function () {\n renderbuffer.decRef()\n }\n\n return reglRenderbuffer\n }\n\n if (config.profile) {\n stats.getTotalRenderbufferSize = function () {\n var total = 0\n Object.keys(renderbufferSet).forEach(function (key) {\n total += renderbufferSet[key].stats.size\n })\n return total\n }\n }\n\n function restoreRenderbuffers () {\n values(renderbufferSet).forEach(function (rb) {\n rb.renderbuffer = gl.createRenderbuffer()\n gl.bindRenderbuffer(GL_RENDERBUFFER, rb.renderbuffer)\n gl.renderbufferStorage(GL_RENDERBUFFER, rb.format, rb.width, rb.height)\n })\n gl.bindRenderbuffer(GL_RENDERBUFFER, null)\n }\n\n return {\n create: createRenderbuffer,\n clear: function () {\n values(renderbufferSet).forEach(destroy)\n },\n restore: restoreRenderbuffers\n }\n}\n\n// We store these constants so that the minifier can inline them\nvar GL_FRAMEBUFFER$1 = 0x8D40\nvar GL_RENDERBUFFER$1 = 0x8D41\n\nvar GL_TEXTURE_2D$2 = 0x0DE1\nvar GL_TEXTURE_CUBE_MAP_POSITIVE_X$2 = 0x8515\n\nvar GL_COLOR_ATTACHMENT0$1 = 0x8CE0\nvar GL_DEPTH_ATTACHMENT = 0x8D00\nvar GL_STENCIL_ATTACHMENT = 0x8D20\nvar GL_DEPTH_STENCIL_ATTACHMENT = 0x821A\n\nvar GL_FRAMEBUFFER_COMPLETE$1 = 0x8CD5\nvar GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6\nvar GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7\nvar GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9\nvar GL_FRAMEBUFFER_UNSUPPORTED = 0x8CDD\n\nvar GL_HALF_FLOAT_OES$2 = 0x8D61\nvar GL_UNSIGNED_BYTE$6 = 0x1401\nvar GL_FLOAT$5 = 0x1406\n\nvar GL_RGB$1 = 0x1907\nvar GL_RGBA$2 = 0x1908\n\nvar GL_DEPTH_COMPONENT$1 = 0x1902\n\nvar colorTextureFormatEnums = [\n GL_RGB$1,\n GL_RGBA$2\n]\n\n// for every texture format, store\n// the number of channels\nvar textureFormatChannels = []\ntextureFormatChannels[GL_RGBA$2] = 4\ntextureFormatChannels[GL_RGB$1] = 3\n\n// for every texture type, store\n// the size in bytes.\nvar textureTypeSizes = []\ntextureTypeSizes[GL_UNSIGNED_BYTE$6] = 1\ntextureTypeSizes[GL_FLOAT$5] = 4\ntextureTypeSizes[GL_HALF_FLOAT_OES$2] = 2\n\nvar GL_RGBA4$2 = 0x8056\nvar GL_RGB5_A1$2 = 0x8057\nvar GL_RGB565$2 = 0x8D62\nvar GL_DEPTH_COMPONENT16$1 = 0x81A5\nvar GL_STENCIL_INDEX8$1 = 0x8D48\nvar GL_DEPTH_STENCIL$2 = 0x84F9\n\nvar GL_SRGB8_ALPHA8_EXT$1 = 0x8C43\n\nvar GL_RGBA32F_EXT$1 = 0x8814\n\nvar GL_RGBA16F_EXT$1 = 0x881A\nvar GL_RGB16F_EXT$1 = 0x881B\n\nvar colorRenderbufferFormatEnums = [\n GL_RGBA4$2,\n GL_RGB5_A1$2,\n GL_RGB565$2,\n GL_SRGB8_ALPHA8_EXT$1,\n GL_RGBA16F_EXT$1,\n GL_RGB16F_EXT$1,\n GL_RGBA32F_EXT$1\n]\n\nvar statusCode = {}\nstatusCode[GL_FRAMEBUFFER_COMPLETE$1] = 'complete'\nstatusCode[GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT] = 'incomplete attachment'\nstatusCode[GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS] = 'incomplete dimensions'\nstatusCode[GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT] = 'incomplete, missing attachment'\nstatusCode[GL_FRAMEBUFFER_UNSUPPORTED] = 'unsupported'\n\nfunction wrapFBOState (\n gl,\n extensions,\n limits,\n textureState,\n renderbufferState,\n stats) {\n var framebufferState = {\n cur: null,\n next: null,\n dirty: false,\n setFBO: null\n }\n\n var colorTextureFormats = ['rgba']\n var colorRenderbufferFormats = ['rgba4', 'rgb565', 'rgb5 a1']\n\n if (extensions.ext_srgb) {\n colorRenderbufferFormats.push('srgba')\n }\n\n if (extensions.ext_color_buffer_half_float) {\n colorRenderbufferFormats.push('rgba16f', 'rgb16f')\n }\n\n if (extensions.webgl_color_buffer_float) {\n colorRenderbufferFormats.push('rgba32f')\n }\n\n var colorTypes = ['uint8']\n if (extensions.oes_texture_half_float) {\n colorTypes.push('half float', 'float16')\n }\n if (extensions.oes_texture_float) {\n colorTypes.push('float', 'float32')\n }\n\n function FramebufferAttachment (target, texture, renderbuffer) {\n this.target = target\n this.texture = texture\n this.renderbuffer = renderbuffer\n\n var w = 0\n var h = 0\n if (texture) {\n w = texture.width\n h = texture.height\n } else if (renderbuffer) {\n w = renderbuffer.width\n h = renderbuffer.height\n }\n this.width = w\n this.height = h\n }\n\n function decRef (attachment) {\n if (attachment) {\n if (attachment.texture) {\n attachment.texture._texture.decRef()\n }\n if (attachment.renderbuffer) {\n attachment.renderbuffer._renderbuffer.decRef()\n }\n }\n }\n\n function incRefAndCheckShape (attachment, width, height) {\n if (!attachment) {\n return\n }\n if (attachment.texture) {\n var texture = attachment.texture._texture\n var tw = Math.max(1, texture.width)\n var th = Math.max(1, texture.height)\n check$1(tw === width && th === height,\n 'inconsistent width/height for supplied texture')\n texture.refCount += 1\n } else {\n var renderbuffer = attachment.renderbuffer._renderbuffer\n check$1(\n renderbuffer.width === width && renderbuffer.height === height,\n 'inconsistent width/height for renderbuffer')\n renderbuffer.refCount += 1\n }\n }\n\n function attach (location, attachment) {\n if (attachment) {\n if (attachment.texture) {\n gl.framebufferTexture2D(\n GL_FRAMEBUFFER$1,\n location,\n attachment.target,\n attachment.texture._texture.texture,\n 0)\n } else {\n gl.framebufferRenderbuffer(\n GL_FRAMEBUFFER$1,\n location,\n GL_RENDERBUFFER$1,\n attachment.renderbuffer._renderbuffer.renderbuffer)\n }\n }\n }\n\n function parseAttachment (attachment) {\n var target = GL_TEXTURE_2D$2\n var texture = null\n var renderbuffer = null\n\n var data = attachment\n if (typeof attachment === 'object') {\n data = attachment.data\n if ('target' in attachment) {\n target = attachment.target | 0\n }\n }\n\n check$1.type(data, 'function', 'invalid attachment data')\n\n var type = data._reglType\n if (type === 'texture2d') {\n texture = data\n check$1(target === GL_TEXTURE_2D$2)\n } else if (type === 'textureCube') {\n texture = data\n check$1(\n target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X$2 &&\n target < GL_TEXTURE_CUBE_MAP_POSITIVE_X$2 + 6,\n 'invalid cube map target')\n } else if (type === 'renderbuffer') {\n renderbuffer = data\n target = GL_RENDERBUFFER$1\n } else {\n check$1.raise('invalid regl object for attachment')\n }\n\n return new FramebufferAttachment(target, texture, renderbuffer)\n }\n\n function allocAttachment (\n width,\n height,\n isTexture,\n format,\n type) {\n if (isTexture) {\n var texture = textureState.create2D({\n width: width,\n height: height,\n format: format,\n type: type\n })\n texture._texture.refCount = 0\n return new FramebufferAttachment(GL_TEXTURE_2D$2, texture, null)\n } else {\n var rb = renderbufferState.create({\n width: width,\n height: height,\n format: format\n })\n rb._renderbuffer.refCount = 0\n return new FramebufferAttachment(GL_RENDERBUFFER$1, null, rb)\n }\n }\n\n function unwrapAttachment (attachment) {\n return attachment && (attachment.texture || attachment.renderbuffer)\n }\n\n function resizeAttachment (attachment, w, h) {\n if (attachment) {\n if (attachment.texture) {\n attachment.texture.resize(w, h)\n } else if (attachment.renderbuffer) {\n attachment.renderbuffer.resize(w, h)\n }\n attachment.width = w\n attachment.height = h\n }\n }\n\n var framebufferCount = 0\n var framebufferSet = {}\n\n function REGLFramebuffer () {\n this.id = framebufferCount++\n framebufferSet[this.id] = this\n\n this.framebuffer = gl.createFramebuffer()\n this.width = 0\n this.height = 0\n\n this.colorAttachments = []\n this.depthAttachment = null\n this.stencilAttachment = null\n this.depthStencilAttachment = null\n }\n\n function decFBORefs (framebuffer) {\n framebuffer.colorAttachments.forEach(decRef)\n decRef(framebuffer.depthAttachment)\n decRef(framebuffer.stencilAttachment)\n decRef(framebuffer.depthStencilAttachment)\n }\n\n function destroy (framebuffer) {\n var handle = framebuffer.framebuffer\n check$1(handle, 'must not double destroy framebuffer')\n gl.deleteFramebuffer(handle)\n framebuffer.framebuffer = null\n stats.framebufferCount--\n delete framebufferSet[framebuffer.id]\n }\n\n function updateFramebuffer (framebuffer) {\n var i\n\n gl.bindFramebuffer(GL_FRAMEBUFFER$1, framebuffer.framebuffer)\n var colorAttachments = framebuffer.colorAttachments\n for (i = 0; i < colorAttachments.length; ++i) {\n attach(GL_COLOR_ATTACHMENT0$1 + i, colorAttachments[i])\n }\n for (i = colorAttachments.length; i < limits.maxColorAttachments; ++i) {\n gl.framebufferTexture2D(\n GL_FRAMEBUFFER$1,\n GL_COLOR_ATTACHMENT0$1 + i,\n GL_TEXTURE_2D$2,\n null,\n 0)\n }\n\n gl.framebufferTexture2D(\n GL_FRAMEBUFFER$1,\n GL_DEPTH_STENCIL_ATTACHMENT,\n GL_TEXTURE_2D$2,\n null,\n 0)\n gl.framebufferTexture2D(\n GL_FRAMEBUFFER$1,\n GL_DEPTH_ATTACHMENT,\n GL_TEXTURE_2D$2,\n null,\n 0)\n gl.framebufferTexture2D(\n GL_FRAMEBUFFER$1,\n GL_STENCIL_ATTACHMENT,\n GL_TEXTURE_2D$2,\n null,\n 0)\n\n attach(GL_DEPTH_ATTACHMENT, framebuffer.depthAttachment)\n attach(GL_STENCIL_ATTACHMENT, framebuffer.stencilAttachment)\n attach(GL_DEPTH_STENCIL_ATTACHMENT, framebuffer.depthStencilAttachment)\n\n // Check status code\n var status = gl.checkFramebufferStatus(GL_FRAMEBUFFER$1)\n if (!gl.isContextLost() && status !== GL_FRAMEBUFFER_COMPLETE$1) {\n check$1.raise('framebuffer configuration not supported, status = ' +\n statusCode[status])\n }\n\n gl.bindFramebuffer(GL_FRAMEBUFFER$1, framebufferState.next ? framebufferState.next.framebuffer : null)\n framebufferState.cur = framebufferState.next\n\n // FIXME: Clear error code here. This is a work around for a bug in\n // headless-gl\n gl.getError()\n }\n\n function createFBO (a0, a1) {\n var framebuffer = new REGLFramebuffer()\n stats.framebufferCount++\n\n function reglFramebuffer (a, b) {\n var i\n\n check$1(framebufferState.next !== framebuffer,\n 'can not update framebuffer which is currently in use')\n\n var width = 0\n var height = 0\n\n var needsDepth = true\n var needsStencil = true\n\n var colorBuffer = null\n var colorTexture = true\n var colorFormat = 'rgba'\n var colorType = 'uint8'\n var colorCount = 1\n\n var depthBuffer = null\n var stencilBuffer = null\n var depthStencilBuffer = null\n var depthStencilTexture = false\n\n if (typeof a === 'number') {\n width = a | 0\n height = (b | 0) || width\n } else if (!a) {\n width = height = 1\n } else {\n check$1.type(a, 'object', 'invalid arguments for framebuffer')\n var options = a\n\n if ('shape' in options) {\n var shape = options.shape\n check$1(Array.isArray(shape) && shape.length >= 2,\n 'invalid shape for framebuffer')\n width = shape[0]\n height = shape[1]\n } else {\n if ('radius' in options) {\n width = height = options.radius\n }\n if ('width' in options) {\n width = options.width\n }\n if ('height' in options) {\n height = options.height\n }\n }\n\n if ('color' in options ||\n 'colors' in options) {\n colorBuffer =\n options.color ||\n options.colors\n if (Array.isArray(colorBuffer)) {\n check$1(\n colorBuffer.length === 1 || extensions.webgl_draw_buffers,\n 'multiple render targets not supported')\n }\n }\n\n if (!colorBuffer) {\n if ('colorCount' in options) {\n colorCount = options.colorCount | 0\n check$1(colorCount > 0, 'invalid color buffer count')\n }\n\n if ('colorTexture' in options) {\n colorTexture = !!options.colorTexture\n colorFormat = 'rgba4'\n }\n\n if ('colorType' in options) {\n colorType = options.colorType\n if (!colorTexture) {\n if (colorType === 'half float' || colorType === 'float16') {\n check$1(extensions.ext_color_buffer_half_float,\n 'you must enable EXT_color_buffer_half_float to use 16-bit render buffers')\n colorFormat = 'rgba16f'\n } else if (colorType === 'float' || colorType === 'float32') {\n check$1(extensions.webgl_color_buffer_float,\n 'you must enable WEBGL_color_buffer_float in order to use 32-bit floating point renderbuffers')\n colorFormat = 'rgba32f'\n }\n } else {\n check$1(extensions.oes_texture_float ||\n !(colorType === 'float' || colorType === 'float32'),\n 'you must enable OES_texture_float in order to use floating point framebuffer objects')\n check$1(extensions.oes_texture_half_float ||\n !(colorType === 'half float' || colorType === 'float16'),\n 'you must enable OES_texture_half_float in order to use 16-bit floating point framebuffer objects')\n }\n check$1.oneOf(colorType, colorTypes, 'invalid color type')\n }\n\n if ('colorFormat' in options) {\n colorFormat = options.colorFormat\n if (colorTextureFormats.indexOf(colorFormat) >= 0) {\n colorTexture = true\n } else if (colorRenderbufferFormats.indexOf(colorFormat) >= 0) {\n colorTexture = false\n } else {\n if (colorTexture) {\n check$1.oneOf(\n options.colorFormat, colorTextureFormats,\n 'invalid color format for texture')\n } else {\n check$1.oneOf(\n options.colorFormat, colorRenderbufferFormats,\n 'invalid color format for renderbuffer')\n }\n }\n }\n }\n\n if ('depthTexture' in options || 'depthStencilTexture' in options) {\n depthStencilTexture = !!(options.depthTexture ||\n options.depthStencilTexture)\n check$1(!depthStencilTexture || extensions.webgl_depth_texture,\n 'webgl_depth_texture extension not supported')\n }\n\n if ('depth' in options) {\n if (typeof options.depth === 'boolean') {\n needsDepth = options.depth\n } else {\n depthBuffer = options.depth\n needsStencil = false\n }\n }\n\n if ('stencil' in options) {\n if (typeof options.stencil === 'boolean') {\n needsStencil = options.stencil\n } else {\n stencilBuffer = options.stencil\n needsDepth = false\n }\n }\n\n if ('depthStencil' in options) {\n if (typeof options.depthStencil === 'boolean') {\n needsDepth = needsStencil = options.depthStencil\n } else {\n depthStencilBuffer = options.depthStencil\n needsDepth = false\n needsStencil = false\n }\n }\n }\n\n // parse attachments\n var colorAttachments = null\n var depthAttachment = null\n var stencilAttachment = null\n var depthStencilAttachment = null\n\n // Set up color attachments\n if (Array.isArray(colorBuffer)) {\n colorAttachments = colorBuffer.map(parseAttachment)\n } else if (colorBuffer) {\n colorAttachments = [parseAttachment(colorBuffer)]\n } else {\n colorAttachments = new Array(colorCount)\n for (i = 0; i < colorCount; ++i) {\n colorAttachments[i] = allocAttachment(\n width,\n height,\n colorTexture,\n colorFormat,\n colorType)\n }\n }\n\n check$1(extensions.webgl_draw_buffers || colorAttachments.length <= 1,\n 'you must enable the WEBGL_draw_buffers extension in order to use multiple color buffers.')\n check$1(colorAttachments.length <= limits.maxColorAttachments,\n 'too many color attachments, not supported')\n\n width = width || colorAttachments[0].width\n height = height || colorAttachments[0].height\n\n if (depthBuffer) {\n depthAttachment = parseAttachment(depthBuffer)\n } else if (needsDepth && !needsStencil) {\n depthAttachment = allocAttachment(\n width,\n height,\n depthStencilTexture,\n 'depth',\n 'uint32')\n }\n\n if (stencilBuffer) {\n stencilAttachment = parseAttachment(stencilBuffer)\n } else if (needsStencil && !needsDepth) {\n stencilAttachment = allocAttachment(\n width,\n height,\n false,\n 'stencil',\n 'uint8')\n }\n\n if (depthStencilBuffer) {\n depthStencilAttachment = parseAttachment(depthStencilBuffer)\n } else if (!depthBuffer && !stencilBuffer && needsStencil && needsDepth) {\n depthStencilAttachment = allocAttachment(\n width,\n height,\n depthStencilTexture,\n 'depth stencil',\n 'depth stencil')\n }\n\n check$1(\n (!!depthBuffer) + (!!stencilBuffer) + (!!depthStencilBuffer) <= 1,\n 'invalid framebuffer configuration, can specify exactly one depth/stencil attachment')\n\n var commonColorAttachmentSize = null\n\n for (i = 0; i < colorAttachments.length; ++i) {\n incRefAndCheckShape(colorAttachments[i], width, height)\n check$1(!colorAttachments[i] ||\n (colorAttachments[i].texture &&\n colorTextureFormatEnums.indexOf(colorAttachments[i].texture._texture.format) >= 0) ||\n (colorAttachments[i].renderbuffer &&\n colorRenderbufferFormatEnums.indexOf(colorAttachments[i].renderbuffer._renderbuffer.format) >= 0),\n 'framebuffer color attachment ' + i + ' is invalid')\n\n if (colorAttachments[i] && colorAttachments[i].texture) {\n var colorAttachmentSize =\n textureFormatChannels[colorAttachments[i].texture._texture.format] *\n textureTypeSizes[colorAttachments[i].texture._texture.type]\n\n if (commonColorAttachmentSize === null) {\n commonColorAttachmentSize = colorAttachmentSize\n } else {\n // We need to make sure that all color attachments have the same number of bitplanes\n // (that is, the same numer of bits per pixel)\n // This is required by the GLES2.0 standard. See the beginning of Chapter 4 in that document.\n check$1(commonColorAttachmentSize === colorAttachmentSize,\n 'all color attachments much have the same number of bits per pixel.')\n }\n }\n }\n incRefAndCheckShape(depthAttachment, width, height)\n check$1(!depthAttachment ||\n (depthAttachment.texture &&\n depthAttachment.texture._texture.format === GL_DEPTH_COMPONENT$1) ||\n (depthAttachment.renderbuffer &&\n depthAttachment.renderbuffer._renderbuffer.format === GL_DEPTH_COMPONENT16$1),\n 'invalid depth attachment for framebuffer object')\n incRefAndCheckShape(stencilAttachment, width, height)\n check$1(!stencilAttachment ||\n (stencilAttachment.renderbuffer &&\n stencilAttachment.renderbuffer._renderbuffer.format === GL_STENCIL_INDEX8$1),\n 'invalid stencil attachment for framebuffer object')\n incRefAndCheckShape(depthStencilAttachment, width, height)\n check$1(!depthStencilAttachment ||\n (depthStencilAttachment.texture &&\n depthStencilAttachment.texture._texture.format === GL_DEPTH_STENCIL$2) ||\n (depthStencilAttachment.renderbuffer &&\n depthStencilAttachment.renderbuffer._renderbuffer.format === GL_DEPTH_STENCIL$2),\n 'invalid depth-stencil attachment for framebuffer object')\n\n // decrement references\n decFBORefs(framebuffer)\n\n framebuffer.width = width\n framebuffer.height = height\n\n framebuffer.colorAttachments = colorAttachments\n framebuffer.depthAttachment = depthAttachment\n framebuffer.stencilAttachment = stencilAttachment\n framebuffer.depthStencilAttachment = depthStencilAttachment\n\n reglFramebuffer.color = colorAttachments.map(unwrapAttachment)\n reglFramebuffer.depth = unwrapAttachment(depthAttachment)\n reglFramebuffer.stencil = unwrapAttachment(stencilAttachment)\n reglFramebuffer.depthStencil = unwrapAttachment(depthStencilAttachment)\n\n reglFramebuffer.width = framebuffer.width\n reglFramebuffer.height = framebuffer.height\n\n updateFramebuffer(framebuffer)\n\n return reglFramebuffer\n }\n\n function resize (w_, h_) {\n check$1(framebufferState.next !== framebuffer,\n 'can not resize a framebuffer which is currently in use')\n\n var w = Math.max(w_ | 0, 1)\n var h = Math.max((h_ | 0) || w, 1)\n if (w === framebuffer.width && h === framebuffer.height) {\n return reglFramebuffer\n }\n\n // resize all buffers\n var colorAttachments = framebuffer.colorAttachments\n for (var i = 0; i < colorAttachments.length; ++i) {\n resizeAttachment(colorAttachments[i], w, h)\n }\n resizeAttachment(framebuffer.depthAttachment, w, h)\n resizeAttachment(framebuffer.stencilAttachment, w, h)\n resizeAttachment(framebuffer.depthStencilAttachment, w, h)\n\n framebuffer.width = reglFramebuffer.width = w\n framebuffer.height = reglFramebuffer.height = h\n\n updateFramebuffer(framebuffer)\n\n return reglFramebuffer\n }\n\n reglFramebuffer(a0, a1)\n\n return extend(reglFramebuffer, {\n resize: resize,\n _reglType: 'framebuffer',\n _framebuffer: framebuffer,\n destroy: function () {\n destroy(framebuffer)\n decFBORefs(framebuffer)\n },\n use: function (block) {\n framebufferState.setFBO({\n framebuffer: reglFramebuffer\n }, block)\n }\n })\n }\n\n function createCubeFBO (options) {\n var faces = Array(6)\n\n function reglFramebufferCube (a) {\n var i\n\n check$1(faces.indexOf(framebufferState.next) < 0,\n 'can not update framebuffer which is currently in use')\n\n var params = {\n color: null\n }\n\n var radius = 0\n\n var colorBuffer = null\n var colorFormat = 'rgba'\n var colorType = 'uint8'\n var colorCount = 1\n\n if (typeof a === 'number') {\n radius = a | 0\n } else if (!a) {\n radius = 1\n } else {\n check$1.type(a, 'object', 'invalid arguments for framebuffer')\n var options = a\n\n if ('shape' in options) {\n var shape = options.shape\n check$1(\n Array.isArray(shape) && shape.length >= 2,\n 'invalid shape for framebuffer')\n check$1(\n shape[0] === shape[1],\n 'cube framebuffer must be square')\n radius = shape[0]\n } else {\n if ('radius' in options) {\n radius = options.radius | 0\n }\n if ('width' in options) {\n radius = options.width | 0\n if ('height' in options) {\n check$1(options.height === radius, 'must be square')\n }\n } else if ('height' in options) {\n radius = options.height | 0\n }\n }\n\n if ('color' in options ||\n 'colors' in options) {\n colorBuffer =\n options.color ||\n options.colors\n if (Array.isArray(colorBuffer)) {\n check$1(\n colorBuffer.length === 1 || extensions.webgl_draw_buffers,\n 'multiple render targets not supported')\n }\n }\n\n if (!colorBuffer) {\n if ('colorCount' in options) {\n colorCount = options.colorCount | 0\n check$1(colorCount > 0, 'invalid color buffer count')\n }\n\n if ('colorType' in options) {\n check$1.oneOf(\n options.colorType, colorTypes,\n 'invalid color type')\n colorType = options.colorType\n }\n\n if ('colorFormat' in options) {\n colorFormat = options.colorFormat\n check$1.oneOf(\n options.colorFormat, colorTextureFormats,\n 'invalid color format for texture')\n }\n }\n\n if ('depth' in options) {\n params.depth = options.depth\n }\n\n if ('stencil' in options) {\n params.stencil = options.stencil\n }\n\n if ('depthStencil' in options) {\n params.depthStencil = options.depthStencil\n }\n }\n\n var colorCubes\n if (colorBuffer) {\n if (Array.isArray(colorBuffer)) {\n colorCubes = []\n for (i = 0; i < colorBuffer.length; ++i) {\n colorCubes[i] = colorBuffer[i]\n }\n } else {\n colorCubes = [ colorBuffer ]\n }\n } else {\n colorCubes = Array(colorCount)\n var cubeMapParams = {\n radius: radius,\n format: colorFormat,\n type: colorType\n }\n for (i = 0; i < colorCount; ++i) {\n colorCubes[i] = textureState.createCube(cubeMapParams)\n }\n }\n\n // Check color cubes\n params.color = Array(colorCubes.length)\n for (i = 0; i < colorCubes.length; ++i) {\n var cube = colorCubes[i]\n check$1(\n typeof cube === 'function' && cube._reglType === 'textureCube',\n 'invalid cube map')\n radius = radius || cube.width\n check$1(\n cube.width === radius && cube.height === radius,\n 'invalid cube map shape')\n params.color[i] = {\n target: GL_TEXTURE_CUBE_MAP_POSITIVE_X$2,\n data: colorCubes[i]\n }\n }\n\n for (i = 0; i < 6; ++i) {\n for (var j = 0; j < colorCubes.length; ++j) {\n params.color[j].target = GL_TEXTURE_CUBE_MAP_POSITIVE_X$2 + i\n }\n // reuse depth-stencil attachments across all cube maps\n if (i > 0) {\n params.depth = faces[0].depth\n params.stencil = faces[0].stencil\n params.depthStencil = faces[0].depthStencil\n }\n if (faces[i]) {\n (faces[i])(params)\n } else {\n faces[i] = createFBO(params)\n }\n }\n\n return extend(reglFramebufferCube, {\n width: radius,\n height: radius,\n color: colorCubes\n })\n }\n\n function resize (radius_) {\n var i\n var radius = radius_ | 0\n check$1(radius > 0 && radius <= limits.maxCubeMapSize,\n 'invalid radius for cube fbo')\n\n if (radius === reglFramebufferCube.width) {\n return reglFramebufferCube\n }\n\n var colors = reglFramebufferCube.color\n for (i = 0; i < colors.length; ++i) {\n colors[i].resize(radius)\n }\n\n for (i = 0; i < 6; ++i) {\n faces[i].resize(radius)\n }\n\n reglFramebufferCube.width = reglFramebufferCube.height = radius\n\n return reglFramebufferCube\n }\n\n reglFramebufferCube(options)\n\n return extend(reglFramebufferCube, {\n faces: faces,\n resize: resize,\n _reglType: 'framebufferCube',\n destroy: function () {\n faces.forEach(function (f) {\n f.destroy()\n })\n }\n })\n }\n\n function restoreFramebuffers () {\n framebufferState.cur = null\n framebufferState.next = null\n framebufferState.dirty = true\n values(framebufferSet).forEach(function (fb) {\n fb.framebuffer = gl.createFramebuffer()\n updateFramebuffer(fb)\n })\n }\n\n return extend(framebufferState, {\n getFramebuffer: function (object) {\n if (typeof object === 'function' && object._reglType === 'framebuffer') {\n var fbo = object._framebuffer\n if (fbo instanceof REGLFramebuffer) {\n return fbo\n }\n }\n return null\n },\n create: createFBO,\n createCube: createCubeFBO,\n clear: function () {\n values(framebufferSet).forEach(destroy)\n },\n restore: restoreFramebuffers\n })\n}\n\nvar GL_FLOAT$6 = 5126\nvar GL_ARRAY_BUFFER$1 = 34962\n\nfunction AttributeRecord () {\n this.state = 0\n\n this.x = 0.0\n this.y = 0.0\n this.z = 0.0\n this.w = 0.0\n\n this.buffer = null\n this.size = 0\n this.normalized = false\n this.type = GL_FLOAT$6\n this.offset = 0\n this.stride = 0\n this.divisor = 0\n}\n\nfunction wrapAttributeState (\n gl,\n extensions,\n limits,\n stats,\n bufferState) {\n var NUM_ATTRIBUTES = limits.maxAttributes\n var attributeBindings = new Array(NUM_ATTRIBUTES)\n for (var i = 0; i < NUM_ATTRIBUTES; ++i) {\n attributeBindings[i] = new AttributeRecord()\n }\n var vaoCount = 0\n var vaoSet = {}\n\n var state = {\n Record: AttributeRecord,\n scope: {},\n state: attributeBindings,\n currentVAO: null,\n targetVAO: null,\n restore: extVAO() ? restoreVAO : function () {},\n createVAO: createVAO,\n getVAO: getVAO,\n destroyBuffer: destroyBuffer,\n setVAO: extVAO() ? setVAOEXT : setVAOEmulated,\n clear: extVAO() ? destroyVAOEXT : function () {}\n }\n\n function destroyBuffer (buffer) {\n for (var i = 0; i < attributeBindings.length; ++i) {\n var record = attributeBindings[i]\n if (record.buffer === buffer) {\n gl.disableVertexAttribArray(i)\n record.buffer = null\n }\n }\n }\n\n function extVAO () {\n return extensions.oes_vertex_array_object\n }\n\n function extInstanced () {\n return extensions.angle_instanced_arrays\n }\n\n function getVAO (vao) {\n if (typeof vao === 'function' && vao._vao) {\n return vao._vao\n }\n return null\n }\n\n function setVAOEXT (vao) {\n if (vao === state.currentVAO) {\n return\n }\n var ext = extVAO()\n if (vao) {\n ext.bindVertexArrayOES(vao.vao)\n } else {\n ext.bindVertexArrayOES(null)\n }\n state.currentVAO = vao\n }\n\n function setVAOEmulated (vao) {\n if (vao === state.currentVAO) {\n return\n }\n if (vao) {\n vao.bindAttrs()\n } else {\n var exti = extInstanced()\n for (var i = 0; i < attributeBindings.length; ++i) {\n var binding = attributeBindings[i]\n if (binding.buffer) {\n gl.enableVertexAttribArray(i)\n gl.vertexAttribPointer(i, binding.size, binding.type, binding.normalized, binding.stride, binding.offfset)\n if (exti) {\n exti.vertexAttribDivisorANGLE(i, binding.divisor)\n }\n } else {\n gl.disableVertexAttribArray(i)\n gl.vertexAttrib4f(i, binding.x, binding.y, binding.z, binding.w)\n }\n }\n }\n state.currentVAO = vao\n }\n\n function destroyVAOEXT () {\n values(vaoSet).forEach(function (vao) {\n vao.destroy()\n })\n }\n\n function REGLVAO () {\n this.id = ++vaoCount\n this.attributes = []\n var extension = extVAO()\n if (extension) {\n this.vao = extension.createVertexArrayOES()\n } else {\n this.vao = null\n }\n vaoSet[this.id] = this\n this.buffers = []\n }\n\n REGLVAO.prototype.bindAttrs = function () {\n var exti = extInstanced()\n var attributes = this.attributes\n for (var i = 0; i < attributes.length; ++i) {\n var attr = attributes[i]\n if (attr.buffer) {\n gl.enableVertexAttribArray(i)\n gl.bindBuffer(GL_ARRAY_BUFFER$1, attr.buffer.buffer)\n gl.vertexAttribPointer(i, attr.size, attr.type, attr.normalized, attr.stride, attr.offset)\n if (exti) {\n exti.vertexAttribDivisorANGLE(i, attr.divisor)\n }\n } else {\n gl.disableVertexAttribArray(i)\n gl.vertexAttrib4f(i, attr.x, attr.y, attr.z, attr.w)\n }\n }\n for (var j = attributes.length; j < NUM_ATTRIBUTES; ++j) {\n gl.disableVertexAttribArray(j)\n }\n }\n\n REGLVAO.prototype.refresh = function () {\n var ext = extVAO()\n if (ext) {\n ext.bindVertexArrayOES(this.vao)\n this.bindAttrs()\n state.currentVAO = this\n }\n }\n\n REGLVAO.prototype.destroy = function () {\n if (this.vao) {\n var extension = extVAO()\n if (this === state.currentVAO) {\n state.currentVAO = null\n extension.bindVertexArrayOES(null)\n }\n extension.deleteVertexArrayOES(this.vao)\n this.vao = null\n }\n if (vaoSet[this.id]) {\n delete vaoSet[this.id]\n stats.vaoCount -= 1\n }\n }\n\n function restoreVAO () {\n var ext = extVAO()\n if (ext) {\n values(vaoSet).forEach(function (vao) {\n vao.refresh()\n })\n }\n }\n\n function createVAO (_attr) {\n var vao = new REGLVAO()\n stats.vaoCount += 1\n\n function updateVAO (attributes) {\n check$1(Array.isArray(attributes), 'arguments to vertex array constructor must be an array')\n check$1(attributes.length < NUM_ATTRIBUTES, 'too many attributes')\n check$1(attributes.length > 0, 'must specify at least one attribute')\n\n for (var j = 0; j < vao.buffers.length; ++j) {\n vao.buffers[j].destroy()\n }\n vao.buffers.length = 0\n\n var nattributes = vao.attributes\n nattributes.length = attributes.length\n for (var i = 0; i < attributes.length; ++i) {\n var spec = attributes[i]\n var rec = nattributes[i] = new AttributeRecord()\n if (Array.isArray(spec) || isTypedArray(spec) || isNDArrayLike(spec)) {\n var buf = bufferState.create(spec, GL_ARRAY_BUFFER$1, false, true)\n rec.buffer = bufferState.getBuffer(buf)\n rec.size = rec.buffer.dimension | 0\n rec.normalized = false\n rec.type = rec.buffer.dtype\n rec.offset = 0\n rec.stride = 0\n rec.divisor = 0\n rec.state = 1\n vao.buffers.push(buf)\n } else if (bufferState.getBuffer(spec)) {\n rec.buffer = bufferState.getBuffer(spec)\n rec.size = rec.buffer.dimension | 0\n rec.normalized = false\n rec.type = rec.buffer.dtype\n rec.offset = 0\n rec.stride = 0\n rec.divisor = 0\n rec.state = 1\n } else if (bufferState.getBuffer(spec.buffer)) {\n rec.buffer = bufferState.getBuffer(spec.buffer)\n rec.size = ((+spec.size) || rec.buffer.dimension) | 0\n rec.normalized = !!spec.normalized || false\n if ('type' in spec) {\n check$1.parameter(spec.type, glTypes, 'invalid buffer type')\n rec.type = glTypes[spec.type]\n } else {\n rec.type = rec.buffer.dtype\n }\n rec.offset = (spec.offset || 0) | 0\n rec.stride = (spec.stride || 0) | 0\n rec.divisor = (spec.divisor || 0) | 0\n rec.state = 1\n\n check$1(rec.size >= 1 && rec.size <= 4, 'size must be between 1 and 4')\n check$1(rec.offset >= 0, 'invalid offset')\n check$1(rec.stride >= 0 && rec.stride <= 255, 'stride must be between 0 and 255')\n check$1(rec.divisor >= 0, 'divisor must be positive')\n check$1(!rec.divisor || !!extensions.angle_instanced_arrays, 'ANGLE_instanced_arrays must be enabled to use divisor')\n } else if ('x' in spec) {\n check$1(i > 0, 'first attribute must not be a constant')\n rec.x = +spec.x || 0\n rec.y = +spec.y || 0\n rec.z = +spec.z || 0\n rec.w = +spec.w || 0\n rec.state = 2\n } else {\n check$1(false, 'invalid attribute spec for location ' + i)\n }\n }\n\n vao.refresh()\n return updateVAO\n }\n\n updateVAO.destroy = function () {\n vao.destroy()\n }\n\n updateVAO._vao = vao\n updateVAO._reglType = 'vao'\n\n return updateVAO(_attr)\n }\n\n return state\n}\n\nvar GL_FRAGMENT_SHADER = 35632\nvar GL_VERTEX_SHADER = 35633\n\nvar GL_ACTIVE_UNIFORMS = 0x8B86\nvar GL_ACTIVE_ATTRIBUTES = 0x8B89\n\nfunction wrapShaderState (gl, stringStore, stats, config) {\n // ===================================================\n // glsl compilation and linking\n // ===================================================\n var fragShaders = {}\n var vertShaders = {}\n\n function ActiveInfo (name, id, location, info) {\n this.name = name\n this.id = id\n this.location = location\n this.info = info\n }\n\n function insertActiveInfo (list, info) {\n for (var i = 0; i < list.length; ++i) {\n if (list[i].id === info.id) {\n list[i].location = info.location\n return\n }\n }\n list.push(info)\n }\n\n function getShader (type, id, command) {\n var cache = type === GL_FRAGMENT_SHADER ? fragShaders : vertShaders\n var shader = cache[id]\n\n if (!shader) {\n var source = stringStore.str(id)\n shader = gl.createShader(type)\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n check$1.shaderError(gl, shader, source, type, command)\n cache[id] = shader\n }\n\n return shader\n }\n\n // ===================================================\n // program linking\n // ===================================================\n var programCache = {}\n var programList = []\n\n var PROGRAM_COUNTER = 0\n\n function REGLProgram (fragId, vertId) {\n this.id = PROGRAM_COUNTER++\n this.fragId = fragId\n this.vertId = vertId\n this.program = null\n this.uniforms = []\n this.attributes = []\n\n if (config.profile) {\n this.stats = {\n uniformsCount: 0,\n attributesCount: 0\n }\n }\n }\n\n function linkProgram (desc, command, attributeLocations) {\n var i, info\n\n // -------------------------------\n // compile & link\n // -------------------------------\n var fragShader = getShader(GL_FRAGMENT_SHADER, desc.fragId)\n var vertShader = getShader(GL_VERTEX_SHADER, desc.vertId)\n\n var program = desc.program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n if (attributeLocations) {\n for (i = 0; i < attributeLocations.length; ++i) {\n var binding = attributeLocations[i]\n gl.bindAttribLocation(program, binding[0], binding[1])\n }\n }\n\n gl.linkProgram(program)\n check$1.linkError(\n gl,\n program,\n stringStore.str(desc.fragId),\n stringStore.str(desc.vertId),\n command)\n\n // -------------------------------\n // grab uniforms\n // -------------------------------\n var numUniforms = gl.getProgramParameter(program, GL_ACTIVE_UNIFORMS)\n if (config.profile) {\n desc.stats.uniformsCount = numUniforms\n }\n var uniforms = desc.uniforms\n for (i = 0; i < numUniforms; ++i) {\n info = gl.getActiveUniform(program, i)\n if (info) {\n if (info.size > 1) {\n for (var j = 0; j < info.size; ++j) {\n var name = info.name.replace('[0]', '[' + j + ']')\n insertActiveInfo(uniforms, new ActiveInfo(\n name,\n stringStore.id(name),\n gl.getUniformLocation(program, name),\n info))\n }\n } else {\n insertActiveInfo(uniforms, new ActiveInfo(\n info.name,\n stringStore.id(info.name),\n gl.getUniformLocation(program, info.name),\n info))\n }\n }\n }\n\n // -------------------------------\n // grab attributes\n // -------------------------------\n var numAttributes = gl.getProgramParameter(program, GL_ACTIVE_ATTRIBUTES)\n if (config.profile) {\n desc.stats.attributesCount = numAttributes\n }\n\n var attributes = desc.attributes\n for (i = 0; i < numAttributes; ++i) {\n info = gl.getActiveAttrib(program, i)\n if (info) {\n insertActiveInfo(attributes, new ActiveInfo(\n info.name,\n stringStore.id(info.name),\n gl.getAttribLocation(program, info.name),\n info))\n }\n }\n }\n\n if (config.profile) {\n stats.getMaxUniformsCount = function () {\n var m = 0\n programList.forEach(function (desc) {\n if (desc.stats.uniformsCount > m) {\n m = desc.stats.uniformsCount\n }\n })\n return m\n }\n\n stats.getMaxAttributesCount = function () {\n var m = 0\n programList.forEach(function (desc) {\n if (desc.stats.attributesCount > m) {\n m = desc.stats.attributesCount\n }\n })\n return m\n }\n }\n\n function restoreShaders () {\n fragShaders = {}\n vertShaders = {}\n for (var i = 0; i < programList.length; ++i) {\n linkProgram(programList[i], null, programList[i].attributes.map(function (info) {\n return [info.location, info.name]\n }))\n }\n }\n\n return {\n clear: function () {\n var deleteShader = gl.deleteShader.bind(gl)\n values(fragShaders).forEach(deleteShader)\n fragShaders = {}\n values(vertShaders).forEach(deleteShader)\n vertShaders = {}\n\n programList.forEach(function (desc) {\n gl.deleteProgram(desc.program)\n })\n programList.length = 0\n programCache = {}\n\n stats.shaderCount = 0\n },\n\n program: function (vertId, fragId, command, attribLocations) {\n check$1.command(vertId >= 0, 'missing vertex shader', command)\n check$1.command(fragId >= 0, 'missing fragment shader', command)\n\n var cache = programCache[fragId]\n if (!cache) {\n cache = programCache[fragId] = {}\n }\n var prevProgram = cache[vertId]\n if (prevProgram && !attribLocations) {\n return prevProgram\n }\n var program = new REGLProgram(fragId, vertId)\n stats.shaderCount++\n linkProgram(program, command, attribLocations)\n if (!prevProgram) {\n cache[vertId] = program\n }\n programList.push(program)\n return program\n },\n\n restore: restoreShaders,\n\n shader: getShader,\n\n frag: -1,\n vert: -1\n }\n}\n\nvar GL_RGBA$3 = 6408\nvar GL_UNSIGNED_BYTE$7 = 5121\nvar GL_PACK_ALIGNMENT = 0x0D05\nvar GL_FLOAT$7 = 0x1406 // 5126\n\nfunction wrapReadPixels (\n gl,\n framebufferState,\n reglPoll,\n context,\n glAttributes,\n extensions,\n limits) {\n function readPixelsImpl (input) {\n var type\n if (framebufferState.next === null) {\n check$1(\n glAttributes.preserveDrawingBuffer,\n 'you must create a webgl context with \"preserveDrawingBuffer\":true in order to read pixels from the drawing buffer')\n type = GL_UNSIGNED_BYTE$7\n } else {\n check$1(\n framebufferState.next.colorAttachments[0].texture !== null,\n 'You cannot read from a renderbuffer')\n type = framebufferState.next.colorAttachments[0].texture._texture.type\n\n if (extensions.oes_texture_float) {\n check$1(\n type === GL_UNSIGNED_BYTE$7 || type === GL_FLOAT$7,\n 'Reading from a framebuffer is only allowed for the types \\'uint8\\' and \\'float\\'')\n\n if (type === GL_FLOAT$7) {\n check$1(limits.readFloat, 'Reading \\'float\\' values is not permitted in your browser. For a fallback, please see: https://www.npmjs.com/package/glsl-read-float')\n }\n } else {\n check$1(\n type === GL_UNSIGNED_BYTE$7,\n 'Reading from a framebuffer is only allowed for the type \\'uint8\\'')\n }\n }\n\n var x = 0\n var y = 0\n var width = context.framebufferWidth\n var height = context.framebufferHeight\n var data = null\n\n if (isTypedArray(input)) {\n data = input\n } else if (input) {\n check$1.type(input, 'object', 'invalid arguments to regl.read()')\n x = input.x | 0\n y = input.y | 0\n check$1(\n x >= 0 && x < context.framebufferWidth,\n 'invalid x offset for regl.read')\n check$1(\n y >= 0 && y < context.framebufferHeight,\n 'invalid y offset for regl.read')\n width = (input.width || (context.framebufferWidth - x)) | 0\n height = (input.height || (context.framebufferHeight - y)) | 0\n data = input.data || null\n }\n\n // sanity check input.data\n if (data) {\n if (type === GL_UNSIGNED_BYTE$7) {\n check$1(\n data instanceof Uint8Array,\n 'buffer must be \\'Uint8Array\\' when reading from a framebuffer of type \\'uint8\\'')\n } else if (type === GL_FLOAT$7) {\n check$1(\n data instanceof Float32Array,\n 'buffer must be \\'Float32Array\\' when reading from a framebuffer of type \\'float\\'')\n }\n }\n\n check$1(\n width > 0 && width + x <= context.framebufferWidth,\n 'invalid width for read pixels')\n check$1(\n height > 0 && height + y <= context.framebufferHeight,\n 'invalid height for read pixels')\n\n // Update WebGL state\n reglPoll()\n\n // Compute size\n var size = width * height * 4\n\n // Allocate data\n if (!data) {\n if (type === GL_UNSIGNED_BYTE$7) {\n data = new Uint8Array(size)\n } else if (type === GL_FLOAT$7) {\n data = data || new Float32Array(size)\n }\n }\n\n // Type check\n check$1.isTypedArray(data, 'data buffer for regl.read() must be a typedarray')\n check$1(data.byteLength >= size, 'data buffer for regl.read() too small')\n\n // Run read pixels\n gl.pixelStorei(GL_PACK_ALIGNMENT, 4)\n gl.readPixels(x, y, width, height, GL_RGBA$3,\n type,\n data)\n\n return data\n }\n\n function readPixelsFBO (options) {\n var result\n framebufferState.setFBO({\n framebuffer: options.framebuffer\n }, function () {\n result = readPixelsImpl(options)\n })\n return result\n }\n\n function readPixels (options) {\n if (!options || !('framebuffer' in options)) {\n return readPixelsImpl(options)\n } else {\n return readPixelsFBO(options)\n }\n }\n\n return readPixels\n}\n\nfunction slice (x) {\n return Array.prototype.slice.call(x)\n}\n\nfunction join (x) {\n return slice(x).join('')\n}\n\nfunction createEnvironment () {\n // Unique variable id counter\n var varCounter = 0\n\n // Linked values are passed from this scope into the generated code block\n // Calling link() passes a value into the generated scope and returns\n // the variable name which it is bound to\n var linkedNames = []\n var linkedValues = []\n function link (value) {\n for (var i = 0; i < linkedValues.length; ++i) {\n if (linkedValues[i] === value) {\n return linkedNames[i]\n }\n }\n\n var name = 'g' + (varCounter++)\n linkedNames.push(name)\n linkedValues.push(value)\n return name\n }\n\n // create a code block\n function block () {\n var code = []\n function push () {\n code.push.apply(code, slice(arguments))\n }\n\n var vars = []\n function def () {\n var name = 'v' + (varCounter++)\n vars.push(name)\n\n if (arguments.length > 0) {\n code.push(name, '=')\n code.push.apply(code, slice(arguments))\n code.push(';')\n }\n\n return name\n }\n\n return extend(push, {\n def: def,\n toString: function () {\n return join([\n (vars.length > 0 ? 'var ' + vars.join(',') + ';' : ''),\n join(code)\n ])\n }\n })\n }\n\n function scope () {\n var entry = block()\n var exit = block()\n\n var entryToString = entry.toString\n var exitToString = exit.toString\n\n function save (object, prop) {\n exit(object, prop, '=', entry.def(object, prop), ';')\n }\n\n return extend(function () {\n entry.apply(entry, slice(arguments))\n }, {\n def: entry.def,\n entry: entry,\n exit: exit,\n save: save,\n set: function (object, prop, value) {\n save(object, prop)\n entry(object, prop, '=', value, ';')\n },\n toString: function () {\n return entryToString() + exitToString()\n }\n })\n }\n\n function conditional () {\n var pred = join(arguments)\n var thenBlock = scope()\n var elseBlock = scope()\n\n var thenToString = thenBlock.toString\n var elseToString = elseBlock.toString\n\n return extend(thenBlock, {\n then: function () {\n thenBlock.apply(thenBlock, slice(arguments))\n return this\n },\n else: function () {\n elseBlock.apply(elseBlock, slice(arguments))\n return this\n },\n toString: function () {\n var elseClause = elseToString()\n if (elseClause) {\n elseClause = 'else{' + elseClause + '}'\n }\n return join([\n 'if(', pred, '){',\n thenToString(),\n '}', elseClause\n ])\n }\n })\n }\n\n // procedure list\n var globalBlock = block()\n var procedures = {}\n function proc (name, count) {\n var args = []\n function arg () {\n var name = 'a' + args.length\n args.push(name)\n return name\n }\n\n count = count || 0\n for (var i = 0; i < count; ++i) {\n arg()\n }\n\n var body = scope()\n var bodyToString = body.toString\n\n var result = procedures[name] = extend(body, {\n arg: arg,\n toString: function () {\n return join([\n 'function(', args.join(), '){',\n bodyToString(),\n '}'\n ])\n }\n })\n\n return result\n }\n\n function compile () {\n var code = ['\"use strict\";',\n globalBlock,\n 'return {']\n Object.keys(procedures).forEach(function (name) {\n code.push('\"', name, '\":', procedures[name].toString(), ',')\n })\n code.push('}')\n var src = join(code)\n .replace(/;/g, ';\\n')\n .replace(/}/g, '}\\n')\n .replace(/{/g, '{\\n')\n var proc = Function.apply(null, linkedNames.concat(src))\n return proc.apply(null, linkedValues)\n }\n\n return {\n global: globalBlock,\n link: link,\n block: block,\n proc: proc,\n scope: scope,\n cond: conditional,\n compile: compile\n }\n}\n\n// \"cute\" names for vector components\nvar CUTE_COMPONENTS = 'xyzw'.split('')\n\nvar GL_UNSIGNED_BYTE$8 = 5121\n\nvar ATTRIB_STATE_POINTER = 1\nvar ATTRIB_STATE_CONSTANT = 2\n\nvar DYN_FUNC$1 = 0\nvar DYN_PROP$1 = 1\nvar DYN_CONTEXT$1 = 2\nvar DYN_STATE$1 = 3\nvar DYN_THUNK = 4\n\nvar S_DITHER = 'dither'\nvar S_BLEND_ENABLE = 'blend.enable'\nvar S_BLEND_COLOR = 'blend.color'\nvar S_BLEND_EQUATION = 'blend.equation'\nvar S_BLEND_FUNC = 'blend.func'\nvar S_DEPTH_ENABLE = 'depth.enable'\nvar S_DEPTH_FUNC = 'depth.func'\nvar S_DEPTH_RANGE = 'depth.range'\nvar S_DEPTH_MASK = 'depth.mask'\nvar S_COLOR_MASK = 'colorMask'\nvar S_CULL_ENABLE = 'cull.enable'\nvar S_CULL_FACE = 'cull.face'\nvar S_FRONT_FACE = 'frontFace'\nvar S_LINE_WIDTH = 'lineWidth'\nvar S_POLYGON_OFFSET_ENABLE = 'polygonOffset.enable'\nvar S_POLYGON_OFFSET_OFFSET = 'polygonOffset.offset'\nvar S_SAMPLE_ALPHA = 'sample.alpha'\nvar S_SAMPLE_ENABLE = 'sample.enable'\nvar S_SAMPLE_COVERAGE = 'sample.coverage'\nvar S_STENCIL_ENABLE = 'stencil.enable'\nvar S_STENCIL_MASK = 'stencil.mask'\nvar S_STENCIL_FUNC = 'stencil.func'\nvar S_STENCIL_OPFRONT = 'stencil.opFront'\nvar S_STENCIL_OPBACK = 'stencil.opBack'\nvar S_SCISSOR_ENABLE = 'scissor.enable'\nvar S_SCISSOR_BOX = 'scissor.box'\nvar S_VIEWPORT = 'viewport'\n\nvar S_PROFILE = 'profile'\n\nvar S_FRAMEBUFFER = 'framebuffer'\nvar S_VERT = 'vert'\nvar S_FRAG = 'frag'\nvar S_ELEMENTS = 'elements'\nvar S_PRIMITIVE = 'primitive'\nvar S_COUNT = 'count'\nvar S_OFFSET = 'offset'\nvar S_INSTANCES = 'instances'\nvar S_VAO = 'vao'\n\nvar SUFFIX_WIDTH = 'Width'\nvar SUFFIX_HEIGHT = 'Height'\n\nvar S_FRAMEBUFFER_WIDTH = S_FRAMEBUFFER + SUFFIX_WIDTH\nvar S_FRAMEBUFFER_HEIGHT = S_FRAMEBUFFER + SUFFIX_HEIGHT\nvar S_VIEWPORT_WIDTH = S_VIEWPORT + SUFFIX_WIDTH\nvar S_VIEWPORT_HEIGHT = S_VIEWPORT + SUFFIX_HEIGHT\nvar S_DRAWINGBUFFER = 'drawingBuffer'\nvar S_DRAWINGBUFFER_WIDTH = S_DRAWINGBUFFER + SUFFIX_WIDTH\nvar S_DRAWINGBUFFER_HEIGHT = S_DRAWINGBUFFER + SUFFIX_HEIGHT\n\nvar NESTED_OPTIONS = [\n S_BLEND_FUNC,\n S_BLEND_EQUATION,\n S_STENCIL_FUNC,\n S_STENCIL_OPFRONT,\n S_STENCIL_OPBACK,\n S_SAMPLE_COVERAGE,\n S_VIEWPORT,\n S_SCISSOR_BOX,\n S_POLYGON_OFFSET_OFFSET\n]\n\nvar GL_ARRAY_BUFFER$2 = 34962\nvar GL_ELEMENT_ARRAY_BUFFER$1 = 34963\n\nvar GL_FRAGMENT_SHADER$1 = 35632\nvar GL_VERTEX_SHADER$1 = 35633\n\nvar GL_TEXTURE_2D$3 = 0x0DE1\nvar GL_TEXTURE_CUBE_MAP$2 = 0x8513\n\nvar GL_CULL_FACE = 0x0B44\nvar GL_BLEND = 0x0BE2\nvar GL_DITHER = 0x0BD0\nvar GL_STENCIL_TEST = 0x0B90\nvar GL_DEPTH_TEST = 0x0B71\nvar GL_SCISSOR_TEST = 0x0C11\nvar GL_POLYGON_OFFSET_FILL = 0x8037\nvar GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E\nvar GL_SAMPLE_COVERAGE = 0x80A0\n\nvar GL_FLOAT$8 = 5126\nvar GL_FLOAT_VEC2 = 35664\nvar GL_FLOAT_VEC3 = 35665\nvar GL_FLOAT_VEC4 = 35666\nvar GL_INT$3 = 5124\nvar GL_INT_VEC2 = 35667\nvar GL_INT_VEC3 = 35668\nvar GL_INT_VEC4 = 35669\nvar GL_BOOL = 35670\nvar GL_BOOL_VEC2 = 35671\nvar GL_BOOL_VEC3 = 35672\nvar GL_BOOL_VEC4 = 35673\nvar GL_FLOAT_MAT2 = 35674\nvar GL_FLOAT_MAT3 = 35675\nvar GL_FLOAT_MAT4 = 35676\nvar GL_SAMPLER_2D = 35678\nvar GL_SAMPLER_CUBE = 35680\n\nvar GL_TRIANGLES$1 = 4\n\nvar GL_FRONT = 1028\nvar GL_BACK = 1029\nvar GL_CW = 0x0900\nvar GL_CCW = 0x0901\nvar GL_MIN_EXT = 0x8007\nvar GL_MAX_EXT = 0x8008\nvar GL_ALWAYS = 519\nvar GL_KEEP = 7680\nvar GL_ZERO = 0\nvar GL_ONE = 1\nvar GL_FUNC_ADD = 0x8006\nvar GL_LESS = 513\n\nvar GL_FRAMEBUFFER$2 = 0x8D40\nvar GL_COLOR_ATTACHMENT0$2 = 0x8CE0\n\nvar blendFuncs = {\n '0': 0,\n '1': 1,\n 'zero': 0,\n 'one': 1,\n 'src color': 768,\n 'one minus src color': 769,\n 'src alpha': 770,\n 'one minus src alpha': 771,\n 'dst color': 774,\n 'one minus dst color': 775,\n 'dst alpha': 772,\n 'one minus dst alpha': 773,\n 'constant color': 32769,\n 'one minus constant color': 32770,\n 'constant alpha': 32771,\n 'one minus constant alpha': 32772,\n 'src alpha saturate': 776\n}\n\n// There are invalid values for srcRGB and dstRGB. See:\n// https://www.khronos.org/registry/webgl/specs/1.0/#6.13\n// https://github.com/KhronosGroup/WebGL/blob/0d3201f5f7ec3c0060bc1f04077461541f1987b9/conformance-suites/1.0.3/conformance/misc/webgl-specific.html#L56\nvar invalidBlendCombinations = [\n 'constant color, constant alpha',\n 'one minus constant color, constant alpha',\n 'constant color, one minus constant alpha',\n 'one minus constant color, one minus constant alpha',\n 'constant alpha, constant color',\n 'constant alpha, one minus constant color',\n 'one minus constant alpha, constant color',\n 'one minus constant alpha, one minus constant color'\n]\n\nvar compareFuncs = {\n 'never': 512,\n 'less': 513,\n '<': 513,\n 'equal': 514,\n '=': 514,\n '==': 514,\n '===': 514,\n 'lequal': 515,\n '<=': 515,\n 'greater': 516,\n '>': 516,\n 'notequal': 517,\n '!=': 517,\n '!==': 517,\n 'gequal': 518,\n '>=': 518,\n 'always': 519\n}\n\nvar stencilOps = {\n '0': 0,\n 'zero': 0,\n 'keep': 7680,\n 'replace': 7681,\n 'increment': 7682,\n 'decrement': 7683,\n 'increment wrap': 34055,\n 'decrement wrap': 34056,\n 'invert': 5386\n}\n\nvar shaderType = {\n 'frag': GL_FRAGMENT_SHADER$1,\n 'vert': GL_VERTEX_SHADER$1\n}\n\nvar orientationType = {\n 'cw': GL_CW,\n 'ccw': GL_CCW\n}\n\nfunction isBufferArgs (x) {\n return Array.isArray(x) ||\n isTypedArray(x) ||\n isNDArrayLike(x)\n}\n\n// Make sure viewport is processed first\nfunction sortState (state) {\n return state.sort(function (a, b) {\n if (a === S_VIEWPORT) {\n return -1\n } else if (b === S_VIEWPORT) {\n return 1\n }\n return (a < b) ? -1 : 1\n })\n}\n\nfunction Declaration (thisDep, contextDep, propDep, append) {\n this.thisDep = thisDep\n this.contextDep = contextDep\n this.propDep = propDep\n this.append = append\n}\n\nfunction isStatic (decl) {\n return decl && !(decl.thisDep || decl.contextDep || decl.propDep)\n}\n\nfunction createStaticDecl (append) {\n return new Declaration(false, false, false, append)\n}\n\nfunction createDynamicDecl (dyn, append) {\n var type = dyn.type\n if (type === DYN_FUNC$1) {\n var numArgs = dyn.data.length\n return new Declaration(\n true,\n numArgs >= 1,\n numArgs >= 2,\n append)\n } else if (type === DYN_THUNK) {\n var data = dyn.data\n return new Declaration(\n data.thisDep,\n data.contextDep,\n data.propDep,\n append)\n } else {\n return new Declaration(\n type === DYN_STATE$1,\n type === DYN_CONTEXT$1,\n type === DYN_PROP$1,\n append)\n }\n}\n\nvar SCOPE_DECL = new Declaration(false, false, false, function () {})\n\nfunction reglCore (\n gl,\n stringStore,\n extensions,\n limits,\n bufferState,\n elementState,\n textureState,\n framebufferState,\n uniformState,\n attributeState,\n shaderState,\n drawState,\n contextState,\n timer,\n config) {\n var AttributeRecord = attributeState.Record\n\n var blendEquations = {\n 'add': 32774,\n 'subtract': 32778,\n 'reverse subtract': 32779\n }\n if (extensions.ext_blend_minmax) {\n blendEquations.min = GL_MIN_EXT\n blendEquations.max = GL_MAX_EXT\n }\n\n var extInstancing = extensions.angle_instanced_arrays\n var extDrawBuffers = extensions.webgl_draw_buffers\n\n // ===================================================\n // ===================================================\n // WEBGL STATE\n // ===================================================\n // ===================================================\n var currentState = {\n dirty: true,\n profile: config.profile\n }\n var nextState = {}\n var GL_STATE_NAMES = []\n var GL_FLAGS = {}\n var GL_VARIABLES = {}\n\n function propName (name) {\n return name.replace('.', '_')\n }\n\n function stateFlag (sname, cap, init) {\n var name = propName(sname)\n GL_STATE_NAMES.push(sname)\n nextState[name] = currentState[name] = !!init\n GL_FLAGS[name] = cap\n }\n\n function stateVariable (sname, func, init) {\n var name = propName(sname)\n GL_STATE_NAMES.push(sname)\n if (Array.isArray(init)) {\n currentState[name] = init.slice()\n nextState[name] = init.slice()\n } else {\n currentState[name] = nextState[name] = init\n }\n GL_VARIABLES[name] = func\n }\n\n // Dithering\n stateFlag(S_DITHER, GL_DITHER)\n\n // Blending\n stateFlag(S_BLEND_ENABLE, GL_BLEND)\n stateVariable(S_BLEND_COLOR, 'blendColor', [0, 0, 0, 0])\n stateVariable(S_BLEND_EQUATION, 'blendEquationSeparate',\n [GL_FUNC_ADD, GL_FUNC_ADD])\n stateVariable(S_BLEND_FUNC, 'blendFuncSeparate',\n [GL_ONE, GL_ZERO, GL_ONE, GL_ZERO])\n\n // Depth\n stateFlag(S_DEPTH_ENABLE, GL_DEPTH_TEST, true)\n stateVariable(S_DEPTH_FUNC, 'depthFunc', GL_LESS)\n stateVariable(S_DEPTH_RANGE, 'depthRange', [0, 1])\n stateVariable(S_DEPTH_MASK, 'depthMask', true)\n\n // Color mask\n stateVariable(S_COLOR_MASK, S_COLOR_MASK, [true, true, true, true])\n\n // Face culling\n stateFlag(S_CULL_ENABLE, GL_CULL_FACE)\n stateVariable(S_CULL_FACE, 'cullFace', GL_BACK)\n\n // Front face orientation\n stateVariable(S_FRONT_FACE, S_FRONT_FACE, GL_CCW)\n\n // Line width\n stateVariable(S_LINE_WIDTH, S_LINE_WIDTH, 1)\n\n // Polygon offset\n stateFlag(S_POLYGON_OFFSET_ENABLE, GL_POLYGON_OFFSET_FILL)\n stateVariable(S_POLYGON_OFFSET_OFFSET, 'polygonOffset', [0, 0])\n\n // Sample coverage\n stateFlag(S_SAMPLE_ALPHA, GL_SAMPLE_ALPHA_TO_COVERAGE)\n stateFlag(S_SAMPLE_ENABLE, GL_SAMPLE_COVERAGE)\n stateVariable(S_SAMPLE_COVERAGE, 'sampleCoverage', [1, false])\n\n // Stencil\n stateFlag(S_STENCIL_ENABLE, GL_STENCIL_TEST)\n stateVariable(S_STENCIL_MASK, 'stencilMask', -1)\n stateVariable(S_STENCIL_FUNC, 'stencilFunc', [GL_ALWAYS, 0, -1])\n stateVariable(S_STENCIL_OPFRONT, 'stencilOpSeparate',\n [GL_FRONT, GL_KEEP, GL_KEEP, GL_KEEP])\n stateVariable(S_STENCIL_OPBACK, 'stencilOpSeparate',\n [GL_BACK, GL_KEEP, GL_KEEP, GL_KEEP])\n\n // Scissor\n stateFlag(S_SCISSOR_ENABLE, GL_SCISSOR_TEST)\n stateVariable(S_SCISSOR_BOX, 'scissor',\n [0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight])\n\n // Viewport\n stateVariable(S_VIEWPORT, S_VIEWPORT,\n [0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight])\n\n // ===================================================\n // ===================================================\n // ENVIRONMENT\n // ===================================================\n // ===================================================\n var sharedState = {\n gl: gl,\n context: contextState,\n strings: stringStore,\n next: nextState,\n current: currentState,\n draw: drawState,\n elements: elementState,\n buffer: bufferState,\n shader: shaderState,\n attributes: attributeState.state,\n vao: attributeState,\n uniforms: uniformState,\n framebuffer: framebufferState,\n extensions: extensions,\n\n timer: timer,\n isBufferArgs: isBufferArgs\n }\n\n var sharedConstants = {\n primTypes: primTypes,\n compareFuncs: compareFuncs,\n blendFuncs: blendFuncs,\n blendEquations: blendEquations,\n stencilOps: stencilOps,\n glTypes: glTypes,\n orientationType: orientationType\n }\n\n check$1.optional(function () {\n sharedState.isArrayLike = isArrayLike\n })\n\n if (extDrawBuffers) {\n sharedConstants.backBuffer = [GL_BACK]\n sharedConstants.drawBuffer = loop(limits.maxDrawbuffers, function (i) {\n if (i === 0) {\n return [0]\n }\n return loop(i, function (j) {\n return GL_COLOR_ATTACHMENT0$2 + j\n })\n })\n }\n\n var drawCallCounter = 0\n function createREGLEnvironment () {\n var env = createEnvironment()\n var link = env.link\n var global = env.global\n env.id = drawCallCounter++\n\n env.batchId = '0'\n\n // link shared state\n var SHARED = link(sharedState)\n var shared = env.shared = {\n props: 'a0'\n }\n Object.keys(sharedState).forEach(function (prop) {\n shared[prop] = global.def(SHARED, '.', prop)\n })\n\n // Inject runtime assertion stuff for debug builds\n check$1.optional(function () {\n env.CHECK = link(check$1)\n env.commandStr = check$1.guessCommand()\n env.command = link(env.commandStr)\n env.assert = function (block, pred, message) {\n block(\n 'if(!(', pred, '))',\n this.CHECK, '.commandRaise(', link(message), ',', this.command, ');')\n }\n\n sharedConstants.invalidBlendCombinations = invalidBlendCombinations\n })\n\n // Copy GL state variables over\n var nextVars = env.next = {}\n var currentVars = env.current = {}\n Object.keys(GL_VARIABLES).forEach(function (variable) {\n if (Array.isArray(currentState[variable])) {\n nextVars[variable] = global.def(shared.next, '.', variable)\n currentVars[variable] = global.def(shared.current, '.', variable)\n }\n })\n\n // Initialize shared constants\n var constants = env.constants = {}\n Object.keys(sharedConstants).forEach(function (name) {\n constants[name] = global.def(JSON.stringify(sharedConstants[name]))\n })\n\n // Helper function for calling a block\n env.invoke = function (block, x) {\n switch (x.type) {\n case DYN_FUNC$1:\n var argList = [\n 'this',\n shared.context,\n shared.props,\n env.batchId\n ]\n return block.def(\n link(x.data), '.call(',\n argList.slice(0, Math.max(x.data.length + 1, 4)),\n ')')\n case DYN_PROP$1:\n return block.def(shared.props, x.data)\n case DYN_CONTEXT$1:\n return block.def(shared.context, x.data)\n case DYN_STATE$1:\n return block.def('this', x.data)\n case DYN_THUNK:\n x.data.append(env, block)\n return x.data.ref\n }\n }\n\n env.attribCache = {}\n\n var scopeAttribs = {}\n env.scopeAttrib = function (name) {\n var id = stringStore.id(name)\n if (id in scopeAttribs) {\n return scopeAttribs[id]\n }\n var binding = attributeState.scope[id]\n if (!binding) {\n binding = attributeState.scope[id] = new AttributeRecord()\n }\n var result = scopeAttribs[id] = link(binding)\n return result\n }\n\n return env\n }\n\n // ===================================================\n // ===================================================\n // PARSING\n // ===================================================\n // ===================================================\n function parseProfile (options) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n var profileEnable\n if (S_PROFILE in staticOptions) {\n var value = !!staticOptions[S_PROFILE]\n profileEnable = createStaticDecl(function (env, scope) {\n return value\n })\n profileEnable.enable = value\n } else if (S_PROFILE in dynamicOptions) {\n var dyn = dynamicOptions[S_PROFILE]\n profileEnable = createDynamicDecl(dyn, function (env, scope) {\n return env.invoke(scope, dyn)\n })\n }\n\n return profileEnable\n }\n\n function parseFramebuffer (options, env) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n if (S_FRAMEBUFFER in staticOptions) {\n var framebuffer = staticOptions[S_FRAMEBUFFER]\n if (framebuffer) {\n framebuffer = framebufferState.getFramebuffer(framebuffer)\n check$1.command(framebuffer, 'invalid framebuffer object')\n return createStaticDecl(function (env, block) {\n var FRAMEBUFFER = env.link(framebuffer)\n var shared = env.shared\n block.set(\n shared.framebuffer,\n '.next',\n FRAMEBUFFER)\n var CONTEXT = shared.context\n block.set(\n CONTEXT,\n '.' + S_FRAMEBUFFER_WIDTH,\n FRAMEBUFFER + '.width')\n block.set(\n CONTEXT,\n '.' + S_FRAMEBUFFER_HEIGHT,\n FRAMEBUFFER + '.height')\n return FRAMEBUFFER\n })\n } else {\n return createStaticDecl(function (env, scope) {\n var shared = env.shared\n scope.set(\n shared.framebuffer,\n '.next',\n 'null')\n var CONTEXT = shared.context\n scope.set(\n CONTEXT,\n '.' + S_FRAMEBUFFER_WIDTH,\n CONTEXT + '.' + S_DRAWINGBUFFER_WIDTH)\n scope.set(\n CONTEXT,\n '.' + S_FRAMEBUFFER_HEIGHT,\n CONTEXT + '.' + S_DRAWINGBUFFER_HEIGHT)\n return 'null'\n })\n }\n } else if (S_FRAMEBUFFER in dynamicOptions) {\n var dyn = dynamicOptions[S_FRAMEBUFFER]\n return createDynamicDecl(dyn, function (env, scope) {\n var FRAMEBUFFER_FUNC = env.invoke(scope, dyn)\n var shared = env.shared\n var FRAMEBUFFER_STATE = shared.framebuffer\n var FRAMEBUFFER = scope.def(\n FRAMEBUFFER_STATE, '.getFramebuffer(', FRAMEBUFFER_FUNC, ')')\n\n check$1.optional(function () {\n env.assert(scope,\n '!' + FRAMEBUFFER_FUNC + '||' + FRAMEBUFFER,\n 'invalid framebuffer object')\n })\n\n scope.set(\n FRAMEBUFFER_STATE,\n '.next',\n FRAMEBUFFER)\n var CONTEXT = shared.context\n scope.set(\n CONTEXT,\n '.' + S_FRAMEBUFFER_WIDTH,\n FRAMEBUFFER + '?' + FRAMEBUFFER + '.width:' +\n CONTEXT + '.' + S_DRAWINGBUFFER_WIDTH)\n scope.set(\n CONTEXT,\n '.' + S_FRAMEBUFFER_HEIGHT,\n FRAMEBUFFER +\n '?' + FRAMEBUFFER + '.height:' +\n CONTEXT + '.' + S_DRAWINGBUFFER_HEIGHT)\n return FRAMEBUFFER\n })\n } else {\n return null\n }\n }\n\n function parseViewportScissor (options, framebuffer, env) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n function parseBox (param) {\n if (param in staticOptions) {\n var box = staticOptions[param]\n check$1.commandType(box, 'object', 'invalid ' + param, env.commandStr)\n\n var isStatic = true\n var x = box.x | 0\n var y = box.y | 0\n var w, h\n if ('width' in box) {\n w = box.width | 0\n check$1.command(w >= 0, 'invalid ' + param, env.commandStr)\n } else {\n isStatic = false\n }\n if ('height' in box) {\n h = box.height | 0\n check$1.command(h >= 0, 'invalid ' + param, env.commandStr)\n } else {\n isStatic = false\n }\n\n return new Declaration(\n !isStatic && framebuffer && framebuffer.thisDep,\n !isStatic && framebuffer && framebuffer.contextDep,\n !isStatic && framebuffer && framebuffer.propDep,\n function (env, scope) {\n var CONTEXT = env.shared.context\n var BOX_W = w\n if (!('width' in box)) {\n BOX_W = scope.def(CONTEXT, '.', S_FRAMEBUFFER_WIDTH, '-', x)\n }\n var BOX_H = h\n if (!('height' in box)) {\n BOX_H = scope.def(CONTEXT, '.', S_FRAMEBUFFER_HEIGHT, '-', y)\n }\n return [x, y, BOX_W, BOX_H]\n })\n } else if (param in dynamicOptions) {\n var dynBox = dynamicOptions[param]\n var result = createDynamicDecl(dynBox, function (env, scope) {\n var BOX = env.invoke(scope, dynBox)\n\n check$1.optional(function () {\n env.assert(scope,\n BOX + '&&typeof ' + BOX + '===\"object\"',\n 'invalid ' + param)\n })\n\n var CONTEXT = env.shared.context\n var BOX_X = scope.def(BOX, '.x|0')\n var BOX_Y = scope.def(BOX, '.y|0')\n var BOX_W = scope.def(\n '\"width\" in ', BOX, '?', BOX, '.width|0:',\n '(', CONTEXT, '.', S_FRAMEBUFFER_WIDTH, '-', BOX_X, ')')\n var BOX_H = scope.def(\n '\"height\" in ', BOX, '?', BOX, '.height|0:',\n '(', CONTEXT, '.', S_FRAMEBUFFER_HEIGHT, '-', BOX_Y, ')')\n\n check$1.optional(function () {\n env.assert(scope,\n BOX_W + '>=0&&' +\n BOX_H + '>=0',\n 'invalid ' + param)\n })\n\n return [BOX_X, BOX_Y, BOX_W, BOX_H]\n })\n if (framebuffer) {\n result.thisDep = result.thisDep || framebuffer.thisDep\n result.contextDep = result.contextDep || framebuffer.contextDep\n result.propDep = result.propDep || framebuffer.propDep\n }\n return result\n } else if (framebuffer) {\n return new Declaration(\n framebuffer.thisDep,\n framebuffer.contextDep,\n framebuffer.propDep,\n function (env, scope) {\n var CONTEXT = env.shared.context\n return [\n 0, 0,\n scope.def(CONTEXT, '.', S_FRAMEBUFFER_WIDTH),\n scope.def(CONTEXT, '.', S_FRAMEBUFFER_HEIGHT)]\n })\n } else {\n return null\n }\n }\n\n var viewport = parseBox(S_VIEWPORT)\n\n if (viewport) {\n var prevViewport = viewport\n viewport = new Declaration(\n viewport.thisDep,\n viewport.contextDep,\n viewport.propDep,\n function (env, scope) {\n var VIEWPORT = prevViewport.append(env, scope)\n var CONTEXT = env.shared.context\n scope.set(\n CONTEXT,\n '.' + S_VIEWPORT_WIDTH,\n VIEWPORT[2])\n scope.set(\n CONTEXT,\n '.' + S_VIEWPORT_HEIGHT,\n VIEWPORT[3])\n return VIEWPORT\n })\n }\n\n return {\n viewport: viewport,\n scissor_box: parseBox(S_SCISSOR_BOX)\n }\n }\n\n function parseAttribLocations (options, attributes) {\n var staticOptions = options.static\n var staticProgram =\n typeof staticOptions[S_FRAG] === 'string' &&\n typeof staticOptions[S_VERT] === 'string'\n if (staticProgram) {\n if (Object.keys(attributes.dynamic).length > 0) {\n return null\n }\n var staticAttributes = attributes.static\n var sAttributes = Object.keys(staticAttributes)\n if (sAttributes.length > 0 && typeof staticAttributes[sAttributes[0]] === 'number') {\n var bindings = []\n for (var i = 0; i < sAttributes.length; ++i) {\n check$1(typeof staticAttributes[sAttributes[i]] === 'number', 'must specify all vertex attribute locations when using vaos')\n bindings.push([staticAttributes[sAttributes[i]] | 0, sAttributes[i]])\n }\n return bindings\n }\n }\n return null\n }\n\n function parseProgram (options, env, attribLocations) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n function parseShader (name) {\n if (name in staticOptions) {\n var id = stringStore.id(staticOptions[name])\n check$1.optional(function () {\n shaderState.shader(shaderType[name], id, check$1.guessCommand())\n })\n var result = createStaticDecl(function () {\n return id\n })\n result.id = id\n return result\n } else if (name in dynamicOptions) {\n var dyn = dynamicOptions[name]\n return createDynamicDecl(dyn, function (env, scope) {\n var str = env.invoke(scope, dyn)\n var id = scope.def(env.shared.strings, '.id(', str, ')')\n check$1.optional(function () {\n scope(\n env.shared.shader, '.shader(',\n shaderType[name], ',',\n id, ',',\n env.command, ');')\n })\n return id\n })\n }\n return null\n }\n\n var frag = parseShader(S_FRAG)\n var vert = parseShader(S_VERT)\n\n var program = null\n var progVar\n if (isStatic(frag) && isStatic(vert)) {\n program = shaderState.program(vert.id, frag.id, null, attribLocations)\n progVar = createStaticDecl(function (env, scope) {\n return env.link(program)\n })\n } else {\n progVar = new Declaration(\n (frag && frag.thisDep) || (vert && vert.thisDep),\n (frag && frag.contextDep) || (vert && vert.contextDep),\n (frag && frag.propDep) || (vert && vert.propDep),\n function (env, scope) {\n var SHADER_STATE = env.shared.shader\n var fragId\n if (frag) {\n fragId = frag.append(env, scope)\n } else {\n fragId = scope.def(SHADER_STATE, '.', S_FRAG)\n }\n var vertId\n if (vert) {\n vertId = vert.append(env, scope)\n } else {\n vertId = scope.def(SHADER_STATE, '.', S_VERT)\n }\n var progDef = SHADER_STATE + '.program(' + vertId + ',' + fragId\n check$1.optional(function () {\n progDef += ',' + env.command\n })\n return scope.def(progDef + ')')\n })\n }\n\n return {\n frag: frag,\n vert: vert,\n progVar: progVar,\n program: program\n }\n }\n\n function parseDraw (options, env) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n function parseElements () {\n if (S_ELEMENTS in staticOptions) {\n var elements = staticOptions[S_ELEMENTS]\n if (isBufferArgs(elements)) {\n elements = elementState.getElements(elementState.create(elements, true))\n } else if (elements) {\n elements = elementState.getElements(elements)\n check$1.command(elements, 'invalid elements', env.commandStr)\n }\n var result = createStaticDecl(function (env, scope) {\n if (elements) {\n var result = env.link(elements)\n env.ELEMENTS = result\n return result\n }\n env.ELEMENTS = null\n return null\n })\n result.value = elements\n return result\n } else if (S_ELEMENTS in dynamicOptions) {\n var dyn = dynamicOptions[S_ELEMENTS]\n return createDynamicDecl(dyn, function (env, scope) {\n var shared = env.shared\n\n var IS_BUFFER_ARGS = shared.isBufferArgs\n var ELEMENT_STATE = shared.elements\n\n var elementDefn = env.invoke(scope, dyn)\n var elements = scope.def('null')\n var elementStream = scope.def(IS_BUFFER_ARGS, '(', elementDefn, ')')\n\n var ifte = env.cond(elementStream)\n .then(elements, '=', ELEMENT_STATE, '.createStream(', elementDefn, ');')\n .else(elements, '=', ELEMENT_STATE, '.getElements(', elementDefn, ');')\n\n check$1.optional(function () {\n env.assert(ifte.else,\n '!' + elementDefn + '||' + elements,\n 'invalid elements')\n })\n\n scope.entry(ifte)\n scope.exit(\n env.cond(elementStream)\n .then(ELEMENT_STATE, '.destroyStream(', elements, ');'))\n\n env.ELEMENTS = elements\n\n return elements\n })\n }\n\n return null\n }\n\n var elements = parseElements()\n\n function parsePrimitive () {\n if (S_PRIMITIVE in staticOptions) {\n var primitive = staticOptions[S_PRIMITIVE]\n check$1.commandParameter(primitive, primTypes, 'invalid primitve', env.commandStr)\n return createStaticDecl(function (env, scope) {\n return primTypes[primitive]\n })\n } else if (S_PRIMITIVE in dynamicOptions) {\n var dynPrimitive = dynamicOptions[S_PRIMITIVE]\n return createDynamicDecl(dynPrimitive, function (env, scope) {\n var PRIM_TYPES = env.constants.primTypes\n var prim = env.invoke(scope, dynPrimitive)\n check$1.optional(function () {\n env.assert(scope,\n prim + ' in ' + PRIM_TYPES,\n 'invalid primitive, must be one of ' + Object.keys(primTypes))\n })\n return scope.def(PRIM_TYPES, '[', prim, ']')\n })\n } else if (elements) {\n if (isStatic(elements)) {\n if (elements.value) {\n return createStaticDecl(function (env, scope) {\n return scope.def(env.ELEMENTS, '.primType')\n })\n } else {\n return createStaticDecl(function () {\n return GL_TRIANGLES$1\n })\n }\n } else {\n return new Declaration(\n elements.thisDep,\n elements.contextDep,\n elements.propDep,\n function (env, scope) {\n var elements = env.ELEMENTS\n return scope.def(elements, '?', elements, '.primType:', GL_TRIANGLES$1)\n })\n }\n }\n return null\n }\n\n function parseParam (param, isOffset) {\n if (param in staticOptions) {\n var value = staticOptions[param] | 0\n check$1.command(!isOffset || value >= 0, 'invalid ' + param, env.commandStr)\n return createStaticDecl(function (env, scope) {\n if (isOffset) {\n env.OFFSET = value\n }\n return value\n })\n } else if (param in dynamicOptions) {\n var dynValue = dynamicOptions[param]\n return createDynamicDecl(dynValue, function (env, scope) {\n var result = env.invoke(scope, dynValue)\n if (isOffset) {\n env.OFFSET = result\n check$1.optional(function () {\n env.assert(scope,\n result + '>=0',\n 'invalid ' + param)\n })\n }\n return result\n })\n } else if (isOffset && elements) {\n return createStaticDecl(function (env, scope) {\n env.OFFSET = '0'\n return 0\n })\n }\n return null\n }\n\n var OFFSET = parseParam(S_OFFSET, true)\n\n function parseVertCount () {\n if (S_COUNT in staticOptions) {\n var count = staticOptions[S_COUNT] | 0\n check$1.command(\n typeof count === 'number' && count >= 0, 'invalid vertex count', env.commandStr)\n return createStaticDecl(function () {\n return count\n })\n } else if (S_COUNT in dynamicOptions) {\n var dynCount = dynamicOptions[S_COUNT]\n return createDynamicDecl(dynCount, function (env, scope) {\n var result = env.invoke(scope, dynCount)\n check$1.optional(function () {\n env.assert(scope,\n 'typeof ' + result + '===\"number\"&&' +\n result + '>=0&&' +\n result + '===(' + result + '|0)',\n 'invalid vertex count')\n })\n return result\n })\n } else if (elements) {\n if (isStatic(elements)) {\n if (elements) {\n if (OFFSET) {\n return new Declaration(\n OFFSET.thisDep,\n OFFSET.contextDep,\n OFFSET.propDep,\n function (env, scope) {\n var result = scope.def(\n env.ELEMENTS, '.vertCount-', env.OFFSET)\n\n check$1.optional(function () {\n env.assert(scope,\n result + '>=0',\n 'invalid vertex offset/element buffer too small')\n })\n\n return result\n })\n } else {\n return createStaticDecl(function (env, scope) {\n return scope.def(env.ELEMENTS, '.vertCount')\n })\n }\n } else {\n var result = createStaticDecl(function () {\n return -1\n })\n check$1.optional(function () {\n result.MISSING = true\n })\n return result\n }\n } else {\n var variable = new Declaration(\n elements.thisDep || OFFSET.thisDep,\n elements.contextDep || OFFSET.contextDep,\n elements.propDep || OFFSET.propDep,\n function (env, scope) {\n var elements = env.ELEMENTS\n if (env.OFFSET) {\n return scope.def(elements, '?', elements, '.vertCount-',\n env.OFFSET, ':-1')\n }\n return scope.def(elements, '?', elements, '.vertCount:-1')\n })\n check$1.optional(function () {\n variable.DYNAMIC = true\n })\n return variable\n }\n }\n return null\n }\n\n return {\n elements: elements,\n primitive: parsePrimitive(),\n count: parseVertCount(),\n instances: parseParam(S_INSTANCES, false),\n offset: OFFSET\n }\n }\n\n function parseGLState (options, env) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n var STATE = {}\n\n GL_STATE_NAMES.forEach(function (prop) {\n var param = propName(prop)\n\n function parseParam (parseStatic, parseDynamic) {\n if (prop in staticOptions) {\n var value = parseStatic(staticOptions[prop])\n STATE[param] = createStaticDecl(function () {\n return value\n })\n } else if (prop in dynamicOptions) {\n var dyn = dynamicOptions[prop]\n STATE[param] = createDynamicDecl(dyn, function (env, scope) {\n return parseDynamic(env, scope, env.invoke(scope, dyn))\n })\n }\n }\n\n switch (prop) {\n case S_CULL_ENABLE:\n case S_BLEND_ENABLE:\n case S_DITHER:\n case S_STENCIL_ENABLE:\n case S_DEPTH_ENABLE:\n case S_SCISSOR_ENABLE:\n case S_POLYGON_OFFSET_ENABLE:\n case S_SAMPLE_ALPHA:\n case S_SAMPLE_ENABLE:\n case S_DEPTH_MASK:\n return parseParam(\n function (value) {\n check$1.commandType(value, 'boolean', prop, env.commandStr)\n return value\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n 'typeof ' + value + '===\"boolean\"',\n 'invalid flag ' + prop, env.commandStr)\n })\n return value\n })\n\n case S_DEPTH_FUNC:\n return parseParam(\n function (value) {\n check$1.commandParameter(value, compareFuncs, 'invalid ' + prop, env.commandStr)\n return compareFuncs[value]\n },\n function (env, scope, value) {\n var COMPARE_FUNCS = env.constants.compareFuncs\n check$1.optional(function () {\n env.assert(scope,\n value + ' in ' + COMPARE_FUNCS,\n 'invalid ' + prop + ', must be one of ' + Object.keys(compareFuncs))\n })\n return scope.def(COMPARE_FUNCS, '[', value, ']')\n })\n\n case S_DEPTH_RANGE:\n return parseParam(\n function (value) {\n check$1.command(\n isArrayLike(value) &&\n value.length === 2 &&\n typeof value[0] === 'number' &&\n typeof value[1] === 'number' &&\n value[0] <= value[1],\n 'depth range is 2d array',\n env.commandStr)\n return value\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n env.shared.isArrayLike + '(' + value + ')&&' +\n value + '.length===2&&' +\n 'typeof ' + value + '[0]===\"number\"&&' +\n 'typeof ' + value + '[1]===\"number\"&&' +\n value + '[0]<=' + value + '[1]',\n 'depth range must be a 2d array')\n })\n\n var Z_NEAR = scope.def('+', value, '[0]')\n var Z_FAR = scope.def('+', value, '[1]')\n return [Z_NEAR, Z_FAR]\n })\n\n case S_BLEND_FUNC:\n return parseParam(\n function (value) {\n check$1.commandType(value, 'object', 'blend.func', env.commandStr)\n var srcRGB = ('srcRGB' in value ? value.srcRGB : value.src)\n var srcAlpha = ('srcAlpha' in value ? value.srcAlpha : value.src)\n var dstRGB = ('dstRGB' in value ? value.dstRGB : value.dst)\n var dstAlpha = ('dstAlpha' in value ? value.dstAlpha : value.dst)\n check$1.commandParameter(srcRGB, blendFuncs, param + '.srcRGB', env.commandStr)\n check$1.commandParameter(srcAlpha, blendFuncs, param + '.srcAlpha', env.commandStr)\n check$1.commandParameter(dstRGB, blendFuncs, param + '.dstRGB', env.commandStr)\n check$1.commandParameter(dstAlpha, blendFuncs, param + '.dstAlpha', env.commandStr)\n\n check$1.command(\n (invalidBlendCombinations.indexOf(srcRGB + ', ' + dstRGB) === -1),\n 'unallowed blending combination (srcRGB, dstRGB) = (' + srcRGB + ', ' + dstRGB + ')', env.commandStr)\n\n return [\n blendFuncs[srcRGB],\n blendFuncs[dstRGB],\n blendFuncs[srcAlpha],\n blendFuncs[dstAlpha]\n ]\n },\n function (env, scope, value) {\n var BLEND_FUNCS = env.constants.blendFuncs\n\n check$1.optional(function () {\n env.assert(scope,\n value + '&&typeof ' + value + '===\"object\"',\n 'invalid blend func, must be an object')\n })\n\n function read (prefix, suffix) {\n var func = scope.def(\n '\"', prefix, suffix, '\" in ', value,\n '?', value, '.', prefix, suffix,\n ':', value, '.', prefix)\n\n check$1.optional(function () {\n env.assert(scope,\n func + ' in ' + BLEND_FUNCS,\n 'invalid ' + prop + '.' + prefix + suffix + ', must be one of ' + Object.keys(blendFuncs))\n })\n\n return func\n }\n\n var srcRGB = read('src', 'RGB')\n var dstRGB = read('dst', 'RGB')\n\n check$1.optional(function () {\n var INVALID_BLEND_COMBINATIONS = env.constants.invalidBlendCombinations\n\n env.assert(scope,\n INVALID_BLEND_COMBINATIONS +\n '.indexOf(' + srcRGB + '+\", \"+' + dstRGB + ') === -1 ',\n 'unallowed blending combination for (srcRGB, dstRGB)'\n )\n })\n\n var SRC_RGB = scope.def(BLEND_FUNCS, '[', srcRGB, ']')\n var SRC_ALPHA = scope.def(BLEND_FUNCS, '[', read('src', 'Alpha'), ']')\n var DST_RGB = scope.def(BLEND_FUNCS, '[', dstRGB, ']')\n var DST_ALPHA = scope.def(BLEND_FUNCS, '[', read('dst', 'Alpha'), ']')\n\n return [SRC_RGB, DST_RGB, SRC_ALPHA, DST_ALPHA]\n })\n\n case S_BLEND_EQUATION:\n return parseParam(\n function (value) {\n if (typeof value === 'string') {\n check$1.commandParameter(value, blendEquations, 'invalid ' + prop, env.commandStr)\n return [\n blendEquations[value],\n blendEquations[value]\n ]\n } else if (typeof value === 'object') {\n check$1.commandParameter(\n value.rgb, blendEquations, prop + '.rgb', env.commandStr)\n check$1.commandParameter(\n value.alpha, blendEquations, prop + '.alpha', env.commandStr)\n return [\n blendEquations[value.rgb],\n blendEquations[value.alpha]\n ]\n } else {\n check$1.commandRaise('invalid blend.equation', env.commandStr)\n }\n },\n function (env, scope, value) {\n var BLEND_EQUATIONS = env.constants.blendEquations\n\n var RGB = scope.def()\n var ALPHA = scope.def()\n\n var ifte = env.cond('typeof ', value, '===\"string\"')\n\n check$1.optional(function () {\n function checkProp (block, name, value) {\n env.assert(block,\n value + ' in ' + BLEND_EQUATIONS,\n 'invalid ' + name + ', must be one of ' + Object.keys(blendEquations))\n }\n checkProp(ifte.then, prop, value)\n\n env.assert(ifte.else,\n value + '&&typeof ' + value + '===\"object\"',\n 'invalid ' + prop)\n checkProp(ifte.else, prop + '.rgb', value + '.rgb')\n checkProp(ifte.else, prop + '.alpha', value + '.alpha')\n })\n\n ifte.then(\n RGB, '=', ALPHA, '=', BLEND_EQUATIONS, '[', value, '];')\n ifte.else(\n RGB, '=', BLEND_EQUATIONS, '[', value, '.rgb];',\n ALPHA, '=', BLEND_EQUATIONS, '[', value, '.alpha];')\n\n scope(ifte)\n\n return [RGB, ALPHA]\n })\n\n case S_BLEND_COLOR:\n return parseParam(\n function (value) {\n check$1.command(\n isArrayLike(value) &&\n value.length === 4,\n 'blend.color must be a 4d array', env.commandStr)\n return loop(4, function (i) {\n return +value[i]\n })\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n env.shared.isArrayLike + '(' + value + ')&&' +\n value + '.length===4',\n 'blend.color must be a 4d array')\n })\n return loop(4, function (i) {\n return scope.def('+', value, '[', i, ']')\n })\n })\n\n case S_STENCIL_MASK:\n return parseParam(\n function (value) {\n check$1.commandType(value, 'number', param, env.commandStr)\n return value | 0\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n 'typeof ' + value + '===\"number\"',\n 'invalid stencil.mask')\n })\n return scope.def(value, '|0')\n })\n\n case S_STENCIL_FUNC:\n return parseParam(\n function (value) {\n check$1.commandType(value, 'object', param, env.commandStr)\n var cmp = value.cmp || 'keep'\n var ref = value.ref || 0\n var mask = 'mask' in value ? value.mask : -1\n check$1.commandParameter(cmp, compareFuncs, prop + '.cmp', env.commandStr)\n check$1.commandType(ref, 'number', prop + '.ref', env.commandStr)\n check$1.commandType(mask, 'number', prop + '.mask', env.commandStr)\n return [\n compareFuncs[cmp],\n ref,\n mask\n ]\n },\n function (env, scope, value) {\n var COMPARE_FUNCS = env.constants.compareFuncs\n check$1.optional(function () {\n function assert () {\n env.assert(scope,\n Array.prototype.join.call(arguments, ''),\n 'invalid stencil.func')\n }\n assert(value + '&&typeof ', value, '===\"object\"')\n assert('!(\"cmp\" in ', value, ')||(',\n value, '.cmp in ', COMPARE_FUNCS, ')')\n })\n var cmp = scope.def(\n '\"cmp\" in ', value,\n '?', COMPARE_FUNCS, '[', value, '.cmp]',\n ':', GL_KEEP)\n var ref = scope.def(value, '.ref|0')\n var mask = scope.def(\n '\"mask\" in ', value,\n '?', value, '.mask|0:-1')\n return [cmp, ref, mask]\n })\n\n case S_STENCIL_OPFRONT:\n case S_STENCIL_OPBACK:\n return parseParam(\n function (value) {\n check$1.commandType(value, 'object', param, env.commandStr)\n var fail = value.fail || 'keep'\n var zfail = value.zfail || 'keep'\n var zpass = value.zpass || 'keep'\n check$1.commandParameter(fail, stencilOps, prop + '.fail', env.commandStr)\n check$1.commandParameter(zfail, stencilOps, prop + '.zfail', env.commandStr)\n check$1.commandParameter(zpass, stencilOps, prop + '.zpass', env.commandStr)\n return [\n prop === S_STENCIL_OPBACK ? GL_BACK : GL_FRONT,\n stencilOps[fail],\n stencilOps[zfail],\n stencilOps[zpass]\n ]\n },\n function (env, scope, value) {\n var STENCIL_OPS = env.constants.stencilOps\n\n check$1.optional(function () {\n env.assert(scope,\n value + '&&typeof ' + value + '===\"object\"',\n 'invalid ' + prop)\n })\n\n function read (name) {\n check$1.optional(function () {\n env.assert(scope,\n '!(\"' + name + '\" in ' + value + ')||' +\n '(' + value + '.' + name + ' in ' + STENCIL_OPS + ')',\n 'invalid ' + prop + '.' + name + ', must be one of ' + Object.keys(stencilOps))\n })\n\n return scope.def(\n '\"', name, '\" in ', value,\n '?', STENCIL_OPS, '[', value, '.', name, ']:',\n GL_KEEP)\n }\n\n return [\n prop === S_STENCIL_OPBACK ? GL_BACK : GL_FRONT,\n read('fail'),\n read('zfail'),\n read('zpass')\n ]\n })\n\n case S_POLYGON_OFFSET_OFFSET:\n return parseParam(\n function (value) {\n check$1.commandType(value, 'object', param, env.commandStr)\n var factor = value.factor | 0\n var units = value.units | 0\n check$1.commandType(factor, 'number', param + '.factor', env.commandStr)\n check$1.commandType(units, 'number', param + '.units', env.commandStr)\n return [factor, units]\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n value + '&&typeof ' + value + '===\"object\"',\n 'invalid ' + prop)\n })\n\n var FACTOR = scope.def(value, '.factor|0')\n var UNITS = scope.def(value, '.units|0')\n\n return [FACTOR, UNITS]\n })\n\n case S_CULL_FACE:\n return parseParam(\n function (value) {\n var face = 0\n if (value === 'front') {\n face = GL_FRONT\n } else if (value === 'back') {\n face = GL_BACK\n }\n check$1.command(!!face, param, env.commandStr)\n return face\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n value + '===\"front\"||' +\n value + '===\"back\"',\n 'invalid cull.face')\n })\n return scope.def(value, '===\"front\"?', GL_FRONT, ':', GL_BACK)\n })\n\n case S_LINE_WIDTH:\n return parseParam(\n function (value) {\n check$1.command(\n typeof value === 'number' &&\n value >= limits.lineWidthDims[0] &&\n value <= limits.lineWidthDims[1],\n 'invalid line width, must be a positive number between ' +\n limits.lineWidthDims[0] + ' and ' + limits.lineWidthDims[1], env.commandStr)\n return value\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n 'typeof ' + value + '===\"number\"&&' +\n value + '>=' + limits.lineWidthDims[0] + '&&' +\n value + '<=' + limits.lineWidthDims[1],\n 'invalid line width')\n })\n\n return value\n })\n\n case S_FRONT_FACE:\n return parseParam(\n function (value) {\n check$1.commandParameter(value, orientationType, param, env.commandStr)\n return orientationType[value]\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n value + '===\"cw\"||' +\n value + '===\"ccw\"',\n 'invalid frontFace, must be one of cw,ccw')\n })\n return scope.def(value + '===\"cw\"?' + GL_CW + ':' + GL_CCW)\n })\n\n case S_COLOR_MASK:\n return parseParam(\n function (value) {\n check$1.command(\n isArrayLike(value) && value.length === 4,\n 'color.mask must be length 4 array', env.commandStr)\n return value.map(function (v) { return !!v })\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n env.shared.isArrayLike + '(' + value + ')&&' +\n value + '.length===4',\n 'invalid color.mask')\n })\n return loop(4, function (i) {\n return '!!' + value + '[' + i + ']'\n })\n })\n\n case S_SAMPLE_COVERAGE:\n return parseParam(\n function (value) {\n check$1.command(typeof value === 'object' && value, param, env.commandStr)\n var sampleValue = 'value' in value ? value.value : 1\n var sampleInvert = !!value.invert\n check$1.command(\n typeof sampleValue === 'number' &&\n sampleValue >= 0 && sampleValue <= 1,\n 'sample.coverage.value must be a number between 0 and 1', env.commandStr)\n return [sampleValue, sampleInvert]\n },\n function (env, scope, value) {\n check$1.optional(function () {\n env.assert(scope,\n value + '&&typeof ' + value + '===\"object\"',\n 'invalid sample.coverage')\n })\n var VALUE = scope.def(\n '\"value\" in ', value, '?+', value, '.value:1')\n var INVERT = scope.def('!!', value, '.invert')\n return [VALUE, INVERT]\n })\n }\n })\n\n return STATE\n }\n\n function parseUniforms (uniforms, env) {\n var staticUniforms = uniforms.static\n var dynamicUniforms = uniforms.dynamic\n\n var UNIFORMS = {}\n\n Object.keys(staticUniforms).forEach(function (name) {\n var value = staticUniforms[name]\n var result\n if (typeof value === 'number' ||\n typeof value === 'boolean') {\n result = createStaticDecl(function () {\n return value\n })\n } else if (typeof value === 'function') {\n var reglType = value._reglType\n if (reglType === 'texture2d' ||\n reglType === 'textureCube') {\n result = createStaticDecl(function (env) {\n return env.link(value)\n })\n } else if (reglType === 'framebuffer' ||\n reglType === 'framebufferCube') {\n check$1.command(value.color.length > 0,\n 'missing color attachment for framebuffer sent to uniform \"' + name + '\"', env.commandStr)\n result = createStaticDecl(function (env) {\n return env.link(value.color[0])\n })\n } else {\n check$1.commandRaise('invalid data for uniform \"' + name + '\"', env.commandStr)\n }\n } else if (isArrayLike(value)) {\n result = createStaticDecl(function (env) {\n var ITEM = env.global.def('[',\n loop(value.length, function (i) {\n check$1.command(\n typeof value[i] === 'number' ||\n typeof value[i] === 'boolean',\n 'invalid uniform ' + name, env.commandStr)\n return value[i]\n }), ']')\n return ITEM\n })\n } else {\n check$1.commandRaise('invalid or missing data for uniform \"' + name + '\"', env.commandStr)\n }\n result.value = value\n UNIFORMS[name] = result\n })\n\n Object.keys(dynamicUniforms).forEach(function (key) {\n var dyn = dynamicUniforms[key]\n UNIFORMS[key] = createDynamicDecl(dyn, function (env, scope) {\n return env.invoke(scope, dyn)\n })\n })\n\n return UNIFORMS\n }\n\n function parseAttributes (attributes, env) {\n var staticAttributes = attributes.static\n var dynamicAttributes = attributes.dynamic\n\n var attributeDefs = {}\n\n Object.keys(staticAttributes).forEach(function (attribute) {\n var value = staticAttributes[attribute]\n var id = stringStore.id(attribute)\n\n var record = new AttributeRecord()\n if (isBufferArgs(value)) {\n record.state = ATTRIB_STATE_POINTER\n record.buffer = bufferState.getBuffer(\n bufferState.create(value, GL_ARRAY_BUFFER$2, false, true))\n record.type = 0\n } else {\n var buffer = bufferState.getBuffer(value)\n if (buffer) {\n record.state = ATTRIB_STATE_POINTER\n record.buffer = buffer\n record.type = 0\n } else {\n check$1.command(typeof value === 'object' && value,\n 'invalid data for attribute ' + attribute, env.commandStr)\n if ('constant' in value) {\n var constant = value.constant\n record.buffer = 'null'\n record.state = ATTRIB_STATE_CONSTANT\n if (typeof constant === 'number') {\n record.x = constant\n } else {\n check$1.command(\n isArrayLike(constant) &&\n constant.length > 0 &&\n constant.length <= 4,\n 'invalid constant for attribute ' + attribute, env.commandStr)\n CUTE_COMPONENTS.forEach(function (c, i) {\n if (i < constant.length) {\n record[c] = constant[i]\n }\n })\n }\n } else {\n if (isBufferArgs(value.buffer)) {\n buffer = bufferState.getBuffer(\n bufferState.create(value.buffer, GL_ARRAY_BUFFER$2, false, true))\n } else {\n buffer = bufferState.getBuffer(value.buffer)\n }\n check$1.command(!!buffer, 'missing buffer for attribute \"' + attribute + '\"', env.commandStr)\n\n var offset = value.offset | 0\n check$1.command(offset >= 0,\n 'invalid offset for attribute \"' + attribute + '\"', env.commandStr)\n\n var stride = value.stride | 0\n check$1.command(stride >= 0 && stride < 256,\n 'invalid stride for attribute \"' + attribute + '\", must be integer betweeen [0, 255]', env.commandStr)\n\n var size = value.size | 0\n check$1.command(!('size' in value) || (size > 0 && size <= 4),\n 'invalid size for attribute \"' + attribute + '\", must be 1,2,3,4', env.commandStr)\n\n var normalized = !!value.normalized\n\n var type = 0\n if ('type' in value) {\n check$1.commandParameter(\n value.type, glTypes,\n 'invalid type for attribute ' + attribute, env.commandStr)\n type = glTypes[value.type]\n }\n\n var divisor = value.divisor | 0\n if ('divisor' in value) {\n check$1.command(divisor === 0 || extInstancing,\n 'cannot specify divisor for attribute \"' + attribute + '\", instancing not supported', env.commandStr)\n check$1.command(divisor >= 0,\n 'invalid divisor for attribute \"' + attribute + '\"', env.commandStr)\n }\n\n check$1.optional(function () {\n var command = env.commandStr\n\n var VALID_KEYS = [\n 'buffer',\n 'offset',\n 'divisor',\n 'normalized',\n 'type',\n 'size',\n 'stride'\n ]\n\n Object.keys(value).forEach(function (prop) {\n check$1.command(\n VALID_KEYS.indexOf(prop) >= 0,\n 'unknown parameter \"' + prop + '\" for attribute pointer \"' + attribute + '\" (valid parameters are ' + VALID_KEYS + ')',\n command)\n })\n })\n\n record.buffer = buffer\n record.state = ATTRIB_STATE_POINTER\n record.size = size\n record.normalized = normalized\n record.type = type || buffer.dtype\n record.offset = offset\n record.stride = stride\n record.divisor = divisor\n }\n }\n }\n\n attributeDefs[attribute] = createStaticDecl(function (env, scope) {\n var cache = env.attribCache\n if (id in cache) {\n return cache[id]\n }\n var result = {\n isStream: false\n }\n Object.keys(record).forEach(function (key) {\n result[key] = record[key]\n })\n if (record.buffer) {\n result.buffer = env.link(record.buffer)\n result.type = result.type || (result.buffer + '.dtype')\n }\n cache[id] = result\n return result\n })\n })\n\n Object.keys(dynamicAttributes).forEach(function (attribute) {\n var dyn = dynamicAttributes[attribute]\n\n function appendAttributeCode (env, block) {\n var VALUE = env.invoke(block, dyn)\n\n var shared = env.shared\n var constants = env.constants\n\n var IS_BUFFER_ARGS = shared.isBufferArgs\n var BUFFER_STATE = shared.buffer\n\n // Perform validation on attribute\n check$1.optional(function () {\n env.assert(block,\n VALUE + '&&(typeof ' + VALUE + '===\"object\"||typeof ' +\n VALUE + '===\"function\")&&(' +\n IS_BUFFER_ARGS + '(' + VALUE + ')||' +\n BUFFER_STATE + '.getBuffer(' + VALUE + ')||' +\n BUFFER_STATE + '.getBuffer(' + VALUE + '.buffer)||' +\n IS_BUFFER_ARGS + '(' + VALUE + '.buffer)||' +\n '(\"constant\" in ' + VALUE +\n '&&(typeof ' + VALUE + '.constant===\"number\"||' +\n shared.isArrayLike + '(' + VALUE + '.constant))))',\n 'invalid dynamic attribute \"' + attribute + '\"')\n })\n\n // allocate names for result\n var result = {\n isStream: block.def(false)\n }\n var defaultRecord = new AttributeRecord()\n defaultRecord.state = ATTRIB_STATE_POINTER\n Object.keys(defaultRecord).forEach(function (key) {\n result[key] = block.def('' + defaultRecord[key])\n })\n\n var BUFFER = result.buffer\n var TYPE = result.type\n block(\n 'if(', IS_BUFFER_ARGS, '(', VALUE, ')){',\n result.isStream, '=true;',\n BUFFER, '=', BUFFER_STATE, '.createStream(', GL_ARRAY_BUFFER$2, ',', VALUE, ');',\n TYPE, '=', BUFFER, '.dtype;',\n '}else{',\n BUFFER, '=', BUFFER_STATE, '.getBuffer(', VALUE, ');',\n 'if(', BUFFER, '){',\n TYPE, '=', BUFFER, '.dtype;',\n '}else if(\"constant\" in ', VALUE, '){',\n result.state, '=', ATTRIB_STATE_CONSTANT, ';',\n 'if(typeof ' + VALUE + '.constant === \"number\"){',\n result[CUTE_COMPONENTS[0]], '=', VALUE, '.constant;',\n CUTE_COMPONENTS.slice(1).map(function (n) {\n return result[n]\n }).join('='), '=0;',\n '}else{',\n CUTE_COMPONENTS.map(function (name, i) {\n return (\n result[name] + '=' + VALUE + '.constant.length>' + i +\n '?' + VALUE + '.constant[' + i + ']:0;'\n )\n }).join(''),\n '}}else{',\n 'if(', IS_BUFFER_ARGS, '(', VALUE, '.buffer)){',\n BUFFER, '=', BUFFER_STATE, '.createStream(', GL_ARRAY_BUFFER$2, ',', VALUE, '.buffer);',\n '}else{',\n BUFFER, '=', BUFFER_STATE, '.getBuffer(', VALUE, '.buffer);',\n '}',\n TYPE, '=\"type\" in ', VALUE, '?',\n constants.glTypes, '[', VALUE, '.type]:', BUFFER, '.dtype;',\n result.normalized, '=!!', VALUE, '.normalized;')\n function emitReadRecord (name) {\n block(result[name], '=', VALUE, '.', name, '|0;')\n }\n emitReadRecord('size')\n emitReadRecord('offset')\n emitReadRecord('stride')\n emitReadRecord('divisor')\n\n block('}}')\n\n block.exit(\n 'if(', result.isStream, '){',\n BUFFER_STATE, '.destroyStream(', BUFFER, ');',\n '}')\n\n return result\n }\n\n attributeDefs[attribute] = createDynamicDecl(dyn, appendAttributeCode)\n })\n\n return attributeDefs\n }\n\n function parseVAO (options, env) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n if (S_VAO in staticOptions) {\n var vao = staticOptions[S_VAO]\n if (vao !== null && attributeState.getVAO(vao) === null) {\n vao = attributeState.createVAO(vao)\n }\n return createStaticDecl(function (env) {\n return env.link(attributeState.getVAO(vao))\n })\n } else if (S_VAO in dynamicOptions) {\n var dyn = dynamicOptions[S_VAO]\n return createDynamicDecl(dyn, function (env, scope) {\n var vaoRef = env.invoke(scope, dyn)\n return scope.def(env.shared.vao + '.getVAO(' + vaoRef + ')')\n })\n }\n return null\n }\n\n function parseContext (context) {\n var staticContext = context.static\n var dynamicContext = context.dynamic\n var result = {}\n\n Object.keys(staticContext).forEach(function (name) {\n var value = staticContext[name]\n result[name] = createStaticDecl(function (env, scope) {\n if (typeof value === 'number' || typeof value === 'boolean') {\n return '' + value\n } else {\n return env.link(value)\n }\n })\n })\n\n Object.keys(dynamicContext).forEach(function (name) {\n var dyn = dynamicContext[name]\n result[name] = createDynamicDecl(dyn, function (env, scope) {\n return env.invoke(scope, dyn)\n })\n })\n\n return result\n }\n\n function parseArguments (options, attributes, uniforms, context, env) {\n var staticOptions = options.static\n var dynamicOptions = options.dynamic\n\n check$1.optional(function () {\n var KEY_NAMES = [\n S_FRAMEBUFFER,\n S_VERT,\n S_FRAG,\n S_ELEMENTS,\n S_PRIMITIVE,\n S_OFFSET,\n S_COUNT,\n S_INSTANCES,\n S_PROFILE,\n S_VAO\n ].concat(GL_STATE_NAMES)\n\n function checkKeys (dict) {\n Object.keys(dict).forEach(function (key) {\n check$1.command(\n KEY_NAMES.indexOf(key) >= 0,\n 'unknown parameter \"' + key + '\"',\n env.commandStr)\n })\n }\n\n checkKeys(staticOptions)\n checkKeys(dynamicOptions)\n })\n\n var attribLocations = parseAttribLocations(options, attributes)\n\n var framebuffer = parseFramebuffer(options, env)\n var viewportAndScissor = parseViewportScissor(options, framebuffer, env)\n var draw = parseDraw(options, env)\n var state = parseGLState(options, env)\n var shader = parseProgram(options, env, attribLocations)\n\n function copyBox (name) {\n var defn = viewportAndScissor[name]\n if (defn) {\n state[name] = defn\n }\n }\n copyBox(S_VIEWPORT)\n copyBox(propName(S_SCISSOR_BOX))\n\n var dirty = Object.keys(state).length > 0\n\n var result = {\n framebuffer: framebuffer,\n draw: draw,\n shader: shader,\n state: state,\n dirty: dirty,\n scopeVAO: null,\n drawVAO: null,\n useVAO: false,\n attributes: {}\n }\n\n result.profile = parseProfile(options, env)\n result.uniforms = parseUniforms(uniforms, env)\n result.drawVAO = result.scopeVAO = parseVAO(options, env)\n // special case: check if we can statically allocate a vertex array object for this program\n if (!result.drawVAO && shader.program && !attribLocations && extensions.angle_instanced_arrays) {\n var useVAO = true\n var staticBindings = shader.program.attributes.map(function (attr) {\n var binding = attributes.static[attr]\n useVAO = useVAO && !!binding\n return binding\n })\n if (useVAO && staticBindings.length > 0) {\n var vao = attributeState.getVAO(attributeState.createVAO(staticBindings))\n result.drawVAO = new Declaration(null, null, null, function (env, scope) {\n return env.link(vao)\n })\n result.useVAO = true\n }\n }\n if (attribLocations) {\n result.useVAO = true\n } else {\n result.attributes = parseAttributes(attributes, env)\n }\n result.context = parseContext(context, env)\n return result\n }\n\n // ===================================================\n // ===================================================\n // COMMON UPDATE FUNCTIONS\n // ===================================================\n // ===================================================\n function emitContext (env, scope, context) {\n var shared = env.shared\n var CONTEXT = shared.context\n\n var contextEnter = env.scope()\n\n Object.keys(context).forEach(function (name) {\n scope.save(CONTEXT, '.' + name)\n var defn = context[name]\n contextEnter(CONTEXT, '.', name, '=', defn.append(env, scope), ';')\n })\n\n scope(contextEnter)\n }\n\n // ===================================================\n // ===================================================\n // COMMON DRAWING FUNCTIONS\n // ===================================================\n // ===================================================\n function emitPollFramebuffer (env, scope, framebuffer, skipCheck) {\n var shared = env.shared\n\n var GL = shared.gl\n var FRAMEBUFFER_STATE = shared.framebuffer\n var EXT_DRAW_BUFFERS\n if (extDrawBuffers) {\n EXT_DRAW_BUFFERS = scope.def(shared.extensions, '.webgl_draw_buffers')\n }\n\n var constants = env.constants\n\n var DRAW_BUFFERS = constants.drawBuffer\n var BACK_BUFFER = constants.backBuffer\n\n var NEXT\n if (framebuffer) {\n NEXT = framebuffer.append(env, scope)\n } else {\n NEXT = scope.def(FRAMEBUFFER_STATE, '.next')\n }\n\n if (!skipCheck) {\n scope('if(', NEXT, '!==', FRAMEBUFFER_STATE, '.cur){')\n }\n scope(\n 'if(', NEXT, '){',\n GL, '.bindFramebuffer(', GL_FRAMEBUFFER$2, ',', NEXT, '.framebuffer);')\n if (extDrawBuffers) {\n scope(EXT_DRAW_BUFFERS, '.drawBuffersWEBGL(',\n DRAW_BUFFERS, '[', NEXT, '.colorAttachments.length]);')\n }\n scope('}else{',\n GL, '.bindFramebuffer(', GL_FRAMEBUFFER$2, ',null);')\n if (extDrawBuffers) {\n scope(EXT_DRAW_BUFFERS, '.drawBuffersWEBGL(', BACK_BUFFER, ');')\n }\n scope(\n '}',\n FRAMEBUFFER_STATE, '.cur=', NEXT, ';')\n if (!skipCheck) {\n scope('}')\n }\n }\n\n function emitPollState (env, scope, args) {\n var shared = env.shared\n\n var GL = shared.gl\n\n var CURRENT_VARS = env.current\n var NEXT_VARS = env.next\n var CURRENT_STATE = shared.current\n var NEXT_STATE = shared.next\n\n var block = env.cond(CURRENT_STATE, '.dirty')\n\n GL_STATE_NAMES.forEach(function (prop) {\n var param = propName(prop)\n if (param in args.state) {\n return\n }\n\n var NEXT, CURRENT\n if (param in NEXT_VARS) {\n NEXT = NEXT_VARS[param]\n CURRENT = CURRENT_VARS[param]\n var parts = loop(currentState[param].length, function (i) {\n return block.def(NEXT, '[', i, ']')\n })\n block(env.cond(parts.map(function (p, i) {\n return p + '!==' + CURRENT + '[' + i + ']'\n }).join('||'))\n .then(\n GL, '.', GL_VARIABLES[param], '(', parts, ');',\n parts.map(function (p, i) {\n return CURRENT + '[' + i + ']=' + p\n }).join(';'), ';'))\n } else {\n NEXT = block.def(NEXT_STATE, '.', param)\n var ifte = env.cond(NEXT, '!==', CURRENT_STATE, '.', param)\n block(ifte)\n if (param in GL_FLAGS) {\n ifte(\n env.cond(NEXT)\n .then(GL, '.enable(', GL_FLAGS[param], ');')\n .else(GL, '.disable(', GL_FLAGS[param], ');'),\n CURRENT_STATE, '.', param, '=', NEXT, ';')\n } else {\n ifte(\n GL, '.', GL_VARIABLES[param], '(', NEXT, ');',\n CURRENT_STATE, '.', param, '=', NEXT, ';')\n }\n }\n })\n if (Object.keys(args.state).length === 0) {\n block(CURRENT_STATE, '.dirty=false;')\n }\n scope(block)\n }\n\n function emitSetOptions (env, scope, options, filter) {\n var shared = env.shared\n var CURRENT_VARS = env.current\n var CURRENT_STATE = shared.current\n var GL = shared.gl\n sortState(Object.keys(options)).forEach(function (param) {\n var defn = options[param]\n if (filter && !filter(defn)) {\n return\n }\n var variable = defn.append(env, scope)\n if (GL_FLAGS[param]) {\n var flag = GL_FLAGS[param]\n if (isStatic(defn)) {\n if (variable) {\n scope(GL, '.enable(', flag, ');')\n } else {\n scope(GL, '.disable(', flag, ');')\n }\n } else {\n scope(env.cond(variable)\n .then(GL, '.enable(', flag, ');')\n .else(GL, '.disable(', flag, ');'))\n }\n scope(CURRENT_STATE, '.', param, '=', variable, ';')\n } else if (isArrayLike(variable)) {\n var CURRENT = CURRENT_VARS[param]\n scope(\n GL, '.', GL_VARIABLES[param], '(', variable, ');',\n variable.map(function (v, i) {\n return CURRENT + '[' + i + ']=' + v\n }).join(';'), ';')\n } else {\n scope(\n GL, '.', GL_VARIABLES[param], '(', variable, ');',\n CURRENT_STATE, '.', param, '=', variable, ';')\n }\n })\n }\n\n function injectExtensions (env, scope) {\n if (extInstancing) {\n env.instancing = scope.def(\n env.shared.extensions, '.angle_instanced_arrays')\n }\n }\n\n function emitProfile (env, scope, args, useScope, incrementCounter) {\n var shared = env.shared\n var STATS = env.stats\n var CURRENT_STATE = shared.current\n var TIMER = shared.timer\n var profileArg = args.profile\n\n function perfCounter () {\n if (typeof performance === 'undefined') {\n return 'Date.now()'\n } else {\n return 'performance.now()'\n }\n }\n\n var CPU_START, QUERY_COUNTER\n function emitProfileStart (block) {\n CPU_START = scope.def()\n block(CPU_START, '=', perfCounter(), ';')\n if (typeof incrementCounter === 'string') {\n block(STATS, '.count+=', incrementCounter, ';')\n } else {\n block(STATS, '.count++;')\n }\n if (timer) {\n if (useScope) {\n QUERY_COUNTER = scope.def()\n block(QUERY_COUNTER, '=', TIMER, '.getNumPendingQueries();')\n } else {\n block(TIMER, '.beginQuery(', STATS, ');')\n }\n }\n }\n\n function emitProfileEnd (block) {\n block(STATS, '.cpuTime+=', perfCounter(), '-', CPU_START, ';')\n if (timer) {\n if (useScope) {\n block(TIMER, '.pushScopeStats(',\n QUERY_COUNTER, ',',\n TIMER, '.getNumPendingQueries(),',\n STATS, ');')\n } else {\n block(TIMER, '.endQuery();')\n }\n }\n }\n\n function scopeProfile (value) {\n var prev = scope.def(CURRENT_STATE, '.profile')\n scope(CURRENT_STATE, '.profile=', value, ';')\n scope.exit(CURRENT_STATE, '.profile=', prev, ';')\n }\n\n var USE_PROFILE\n if (profileArg) {\n if (isStatic(profileArg)) {\n if (profileArg.enable) {\n emitProfileStart(scope)\n emitProfileEnd(scope.exit)\n scopeProfile('true')\n } else {\n scopeProfile('false')\n }\n return\n }\n USE_PROFILE = profileArg.append(env, scope)\n scopeProfile(USE_PROFILE)\n } else {\n USE_PROFILE = scope.def(CURRENT_STATE, '.profile')\n }\n\n var start = env.block()\n emitProfileStart(start)\n scope('if(', USE_PROFILE, '){', start, '}')\n var end = env.block()\n emitProfileEnd(end)\n scope.exit('if(', USE_PROFILE, '){', end, '}')\n }\n\n function emitAttributes (env, scope, args, attributes, filter) {\n var shared = env.shared\n\n function typeLength (x) {\n switch (x) {\n case GL_FLOAT_VEC2:\n case GL_INT_VEC2:\n case GL_BOOL_VEC2:\n return 2\n case GL_FLOAT_VEC3:\n case GL_INT_VEC3:\n case GL_BOOL_VEC3:\n return 3\n case GL_FLOAT_VEC4:\n case GL_INT_VEC4:\n case GL_BOOL_VEC4:\n return 4\n default:\n return 1\n }\n }\n\n function emitBindAttribute (ATTRIBUTE, size, record) {\n var GL = shared.gl\n\n var LOCATION = scope.def(ATTRIBUTE, '.location')\n var BINDING = scope.def(shared.attributes, '[', LOCATION, ']')\n\n var STATE = record.state\n var BUFFER = record.buffer\n var CONST_COMPONENTS = [\n record.x,\n record.y,\n record.z,\n record.w\n ]\n\n var COMMON_KEYS = [\n 'buffer',\n 'normalized',\n 'offset',\n 'stride'\n ]\n\n function emitBuffer () {\n scope(\n 'if(!', BINDING, '.buffer){',\n GL, '.enableVertexAttribArray(', LOCATION, ');}')\n\n var TYPE = record.type\n var SIZE\n if (!record.size) {\n SIZE = size\n } else {\n SIZE = scope.def(record.size, '||', size)\n }\n\n scope('if(',\n BINDING, '.type!==', TYPE, '||',\n BINDING, '.size!==', SIZE, '||',\n COMMON_KEYS.map(function (key) {\n return BINDING + '.' + key + '!==' + record[key]\n }).join('||'),\n '){',\n GL, '.bindBuffer(', GL_ARRAY_BUFFER$2, ',', BUFFER, '.buffer);',\n GL, '.vertexAttribPointer(', [\n LOCATION,\n SIZE,\n TYPE,\n record.normalized,\n record.stride,\n record.offset\n ], ');',\n BINDING, '.type=', TYPE, ';',\n BINDING, '.size=', SIZE, ';',\n COMMON_KEYS.map(function (key) {\n return BINDING + '.' + key + '=' + record[key] + ';'\n }).join(''),\n '}')\n\n if (extInstancing) {\n var DIVISOR = record.divisor\n scope(\n 'if(', BINDING, '.divisor!==', DIVISOR, '){',\n env.instancing, '.vertexAttribDivisorANGLE(', [LOCATION, DIVISOR], ');',\n BINDING, '.divisor=', DIVISOR, ';}')\n }\n }\n\n function emitConstant () {\n scope(\n 'if(', BINDING, '.buffer){',\n GL, '.disableVertexAttribArray(', LOCATION, ');',\n BINDING, '.buffer=null;',\n '}if(', CUTE_COMPONENTS.map(function (c, i) {\n return BINDING + '.' + c + '!==' + CONST_COMPONENTS[i]\n }).join('||'), '){',\n GL, '.vertexAttrib4f(', LOCATION, ',', CONST_COMPONENTS, ');',\n CUTE_COMPONENTS.map(function (c, i) {\n return BINDING + '.' + c + '=' + CONST_COMPONENTS[i] + ';'\n }).join(''),\n '}')\n }\n\n if (STATE === ATTRIB_STATE_POINTER) {\n emitBuffer()\n } else if (STATE === ATTRIB_STATE_CONSTANT) {\n emitConstant()\n } else {\n scope('if(', STATE, '===', ATTRIB_STATE_POINTER, '){')\n emitBuffer()\n scope('}else{')\n emitConstant()\n scope('}')\n }\n }\n\n attributes.forEach(function (attribute) {\n var name = attribute.name\n var arg = args.attributes[name]\n var record\n if (arg) {\n if (!filter(arg)) {\n return\n }\n record = arg.append(env, scope)\n } else {\n if (!filter(SCOPE_DECL)) {\n return\n }\n var scopeAttrib = env.scopeAttrib(name)\n check$1.optional(function () {\n env.assert(scope,\n scopeAttrib + '.state',\n 'missing attribute ' + name)\n })\n record = {}\n Object.keys(new AttributeRecord()).forEach(function (key) {\n record[key] = scope.def(scopeAttrib, '.', key)\n })\n }\n emitBindAttribute(\n env.link(attribute), typeLength(attribute.info.type), record)\n })\n }\n\n function emitUniforms (env, scope, args, uniforms, filter) {\n var shared = env.shared\n var GL = shared.gl\n\n var infix\n for (var i = 0; i < uniforms.length; ++i) {\n var uniform = uniforms[i]\n var name = uniform.name\n var type = uniform.info.type\n var arg = args.uniforms[name]\n var UNIFORM = env.link(uniform)\n var LOCATION = UNIFORM + '.location'\n\n var VALUE\n if (arg) {\n if (!filter(arg)) {\n continue\n }\n if (isStatic(arg)) {\n var value = arg.value\n check$1.command(\n value !== null && typeof value !== 'undefined',\n 'missing uniform \"' + name + '\"', env.commandStr)\n if (type === GL_SAMPLER_2D || type === GL_SAMPLER_CUBE) {\n check$1.command(\n typeof value === 'function' &&\n ((type === GL_SAMPLER_2D &&\n (value._reglType === 'texture2d' ||\n value._reglType === 'framebuffer')) ||\n (type === GL_SAMPLER_CUBE &&\n (value._reglType === 'textureCube' ||\n value._reglType === 'framebufferCube'))),\n 'invalid texture for uniform ' + name, env.commandStr)\n var TEX_VALUE = env.link(value._texture || value.color[0]._texture)\n scope(GL, '.uniform1i(', LOCATION, ',', TEX_VALUE + '.bind());')\n scope.exit(TEX_VALUE, '.unbind();')\n } else if (\n type === GL_FLOAT_MAT2 ||\n type === GL_FLOAT_MAT3 ||\n type === GL_FLOAT_MAT4) {\n check$1.optional(function () {\n check$1.command(isArrayLike(value),\n 'invalid matrix for uniform ' + name, env.commandStr)\n check$1.command(\n (type === GL_FLOAT_MAT2 && value.length === 4) ||\n (type === GL_FLOAT_MAT3 && value.length === 9) ||\n (type === GL_FLOAT_MAT4 && value.length === 16),\n 'invalid length for matrix uniform ' + name, env.commandStr)\n })\n var MAT_VALUE = env.global.def('new Float32Array([' +\n Array.prototype.slice.call(value) + '])')\n var dim = 2\n if (type === GL_FLOAT_MAT3) {\n dim = 3\n } else if (type === GL_FLOAT_MAT4) {\n dim = 4\n }\n scope(\n GL, '.uniformMatrix', dim, 'fv(',\n LOCATION, ',false,', MAT_VALUE, ');')\n } else {\n switch (type) {\n case GL_FLOAT$8:\n check$1.commandType(value, 'number', 'uniform ' + name, env.commandStr)\n infix = '1f'\n break\n case GL_FLOAT_VEC2:\n check$1.command(\n isArrayLike(value) && value.length === 2,\n 'uniform ' + name, env.commandStr)\n infix = '2f'\n break\n case GL_FLOAT_VEC3:\n check$1.command(\n isArrayLike(value) && value.length === 3,\n 'uniform ' + name, env.commandStr)\n infix = '3f'\n break\n case GL_FLOAT_VEC4:\n check$1.command(\n isArrayLike(value) && value.length === 4,\n 'uniform ' + name, env.commandStr)\n infix = '4f'\n break\n case GL_BOOL:\n check$1.commandType(value, 'boolean', 'uniform ' + name, env.commandStr)\n infix = '1i'\n break\n case GL_INT$3:\n check$1.commandType(value, 'number', 'uniform ' + name, env.commandStr)\n infix = '1i'\n break\n case GL_BOOL_VEC2:\n check$1.command(\n isArrayLike(value) && value.length === 2,\n 'uniform ' + name, env.commandStr)\n infix = '2i'\n break\n case GL_INT_VEC2:\n check$1.command(\n isArrayLike(value) && value.length === 2,\n 'uniform ' + name, env.commandStr)\n infix = '2i'\n break\n case GL_BOOL_VEC3:\n check$1.command(\n isArrayLike(value) && value.length === 3,\n 'uniform ' + name, env.commandStr)\n infix = '3i'\n break\n case GL_INT_VEC3:\n check$1.command(\n isArrayLike(value) && value.length === 3,\n 'uniform ' + name, env.commandStr)\n infix = '3i'\n break\n case GL_BOOL_VEC4:\n check$1.command(\n isArrayLike(value) && value.length === 4,\n 'uniform ' + name, env.commandStr)\n infix = '4i'\n break\n case GL_INT_VEC4:\n check$1.command(\n isArrayLike(value) && value.length === 4,\n 'uniform ' + name, env.commandStr)\n infix = '4i'\n break\n }\n scope(GL, '.uniform', infix, '(', LOCATION, ',',\n isArrayLike(value) ? Array.prototype.slice.call(value) : value,\n ');')\n }\n continue\n } else {\n VALUE = arg.append(env, scope)\n }\n } else {\n if (!filter(SCOPE_DECL)) {\n continue\n }\n VALUE = scope.def(shared.uniforms, '[', stringStore.id(name), ']')\n }\n\n if (type === GL_SAMPLER_2D) {\n scope(\n 'if(', VALUE, '&&', VALUE, '._reglType===\"framebuffer\"){',\n VALUE, '=', VALUE, '.color[0];',\n '}')\n } else if (type === GL_SAMPLER_CUBE) {\n scope(\n 'if(', VALUE, '&&', VALUE, '._reglType===\"framebufferCube\"){',\n VALUE, '=', VALUE, '.color[0];',\n '}')\n }\n\n // perform type validation\n check$1.optional(function () {\n function check (pred, message) {\n env.assert(scope, pred,\n 'bad data or missing for uniform \"' + name + '\". ' + message)\n }\n\n function checkType (type) {\n check(\n 'typeof ' + VALUE + '===\"' + type + '\"',\n 'invalid type, expected ' + type)\n }\n\n function checkVector (n, type) {\n check(\n shared.isArrayLike + '(' + VALUE + ')&&' + VALUE + '.length===' + n,\n 'invalid vector, should have length ' + n, env.commandStr)\n }\n\n function checkTexture (target) {\n check(\n 'typeof ' + VALUE + '===\"function\"&&' +\n VALUE + '._reglType===\"texture' +\n (target === GL_TEXTURE_2D$3 ? '2d' : 'Cube') + '\"',\n 'invalid texture type', env.commandStr)\n }\n\n switch (type) {\n case GL_INT$3:\n checkType('number')\n break\n case GL_INT_VEC2:\n checkVector(2, 'number')\n break\n case GL_INT_VEC3:\n checkVector(3, 'number')\n break\n case GL_INT_VEC4:\n checkVector(4, 'number')\n break\n case GL_FLOAT$8:\n checkType('number')\n break\n case GL_FLOAT_VEC2:\n checkVector(2, 'number')\n break\n case GL_FLOAT_VEC3:\n checkVector(3, 'number')\n break\n case GL_FLOAT_VEC4:\n checkVector(4, 'number')\n break\n case GL_BOOL:\n checkType('boolean')\n break\n case GL_BOOL_VEC2:\n checkVector(2, 'boolean')\n break\n case GL_BOOL_VEC3:\n checkVector(3, 'boolean')\n break\n case GL_BOOL_VEC4:\n checkVector(4, 'boolean')\n break\n case GL_FLOAT_MAT2:\n checkVector(4, 'number')\n break\n case GL_FLOAT_MAT3:\n checkVector(9, 'number')\n break\n case GL_FLOAT_MAT4:\n checkVector(16, 'number')\n break\n case GL_SAMPLER_2D:\n checkTexture(GL_TEXTURE_2D$3)\n break\n case GL_SAMPLER_CUBE:\n checkTexture(GL_TEXTURE_CUBE_MAP$2)\n break\n }\n })\n\n var unroll = 1\n switch (type) {\n case GL_SAMPLER_2D:\n case GL_SAMPLER_CUBE:\n var TEX = scope.def(VALUE, '._texture')\n scope(GL, '.uniform1i(', LOCATION, ',', TEX, '.bind());')\n scope.exit(TEX, '.unbind();')\n continue\n\n case GL_INT$3:\n case GL_BOOL:\n infix = '1i'\n break\n\n case GL_INT_VEC2:\n case GL_BOOL_VEC2:\n infix = '2i'\n unroll = 2\n break\n\n case GL_INT_VEC3:\n case GL_BOOL_VEC3:\n infix = '3i'\n unroll = 3\n break\n\n case GL_INT_VEC4:\n case GL_BOOL_VEC4:\n infix = '4i'\n unroll = 4\n break\n\n case GL_FLOAT$8:\n infix = '1f'\n break\n\n case GL_FLOAT_VEC2:\n infix = '2f'\n unroll = 2\n break\n\n case GL_FLOAT_VEC3:\n infix = '3f'\n unroll = 3\n break\n\n case GL_FLOAT_VEC4:\n infix = '4f'\n unroll = 4\n break\n\n case GL_FLOAT_MAT2:\n infix = 'Matrix2fv'\n break\n\n case GL_FLOAT_MAT3:\n infix = 'Matrix3fv'\n break\n\n case GL_FLOAT_MAT4:\n infix = 'Matrix4fv'\n break\n }\n\n scope(GL, '.uniform', infix, '(', LOCATION, ',')\n if (infix.charAt(0) === 'M') {\n var matSize = Math.pow(type - GL_FLOAT_MAT2 + 2, 2)\n var STORAGE = env.global.def('new Float32Array(', matSize, ')')\n scope(\n 'false,(Array.isArray(', VALUE, ')||', VALUE, ' instanceof Float32Array)?', VALUE, ':(',\n loop(matSize, function (i) {\n return STORAGE + '[' + i + ']=' + VALUE + '[' + i + ']'\n }), ',', STORAGE, ')')\n } else if (unroll > 1) {\n scope(loop(unroll, function (i) {\n return VALUE + '[' + i + ']'\n }))\n } else {\n scope(VALUE)\n }\n scope(');')\n }\n }\n\n function emitDraw (env, outer, inner, args) {\n var shared = env.shared\n var GL = shared.gl\n var DRAW_STATE = shared.draw\n\n var drawOptions = args.draw\n\n function emitElements () {\n var defn = drawOptions.elements\n var ELEMENTS\n var scope = outer\n if (defn) {\n if ((defn.contextDep && args.contextDynamic) || defn.propDep) {\n scope = inner\n }\n ELEMENTS = defn.append(env, scope)\n } else {\n ELEMENTS = scope.def(DRAW_STATE, '.', S_ELEMENTS)\n }\n if (ELEMENTS) {\n scope(\n 'if(' + ELEMENTS + ')' +\n GL + '.bindBuffer(' + GL_ELEMENT_ARRAY_BUFFER$1 + ',' + ELEMENTS + '.buffer.buffer);')\n }\n return ELEMENTS\n }\n\n function emitCount () {\n var defn = drawOptions.count\n var COUNT\n var scope = outer\n if (defn) {\n if ((defn.contextDep && args.contextDynamic) || defn.propDep) {\n scope = inner\n }\n COUNT = defn.append(env, scope)\n check$1.optional(function () {\n if (defn.MISSING) {\n env.assert(outer, 'false', 'missing vertex count')\n }\n if (defn.DYNAMIC) {\n env.assert(scope, COUNT + '>=0', 'missing vertex count')\n }\n })\n } else {\n COUNT = scope.def(DRAW_STATE, '.', S_COUNT)\n check$1.optional(function () {\n env.assert(scope, COUNT + '>=0', 'missing vertex count')\n })\n }\n return COUNT\n }\n\n var ELEMENTS = emitElements()\n function emitValue (name) {\n var defn = drawOptions[name]\n if (defn) {\n if ((defn.contextDep && args.contextDynamic) || defn.propDep) {\n return defn.append(env, inner)\n } else {\n return defn.append(env, outer)\n }\n } else {\n return outer.def(DRAW_STATE, '.', name)\n }\n }\n\n var PRIMITIVE = emitValue(S_PRIMITIVE)\n var OFFSET = emitValue(S_OFFSET)\n\n var COUNT = emitCount()\n if (typeof COUNT === 'number') {\n if (COUNT === 0) {\n return\n }\n } else {\n inner('if(', COUNT, '){')\n inner.exit('}')\n }\n\n var INSTANCES, EXT_INSTANCING\n if (extInstancing) {\n INSTANCES = emitValue(S_INSTANCES)\n EXT_INSTANCING = env.instancing\n }\n\n var ELEMENT_TYPE = ELEMENTS + '.type'\n\n var elementsStatic = drawOptions.elements && isStatic(drawOptions.elements)\n\n function emitInstancing () {\n function drawElements () {\n inner(EXT_INSTANCING, '.drawElementsInstancedANGLE(', [\n PRIMITIVE,\n COUNT,\n ELEMENT_TYPE,\n OFFSET + '<<((' + ELEMENT_TYPE + '-' + GL_UNSIGNED_BYTE$8 + ')>>1)',\n INSTANCES\n ], ');')\n }\n\n function drawArrays () {\n inner(EXT_INSTANCING, '.drawArraysInstancedANGLE(',\n [PRIMITIVE, OFFSET, COUNT, INSTANCES], ');')\n }\n\n if (ELEMENTS) {\n if (!elementsStatic) {\n inner('if(', ELEMENTS, '){')\n drawElements()\n inner('}else{')\n drawArrays()\n inner('}')\n } else {\n drawElements()\n }\n } else {\n drawArrays()\n }\n }\n\n function emitRegular () {\n function drawElements () {\n inner(GL + '.drawElements(' + [\n PRIMITIVE,\n COUNT,\n ELEMENT_TYPE,\n OFFSET + '<<((' + ELEMENT_TYPE + '-' + GL_UNSIGNED_BYTE$8 + ')>>1)'\n ] + ');')\n }\n\n function drawArrays () {\n inner(GL + '.drawArrays(' + [PRIMITIVE, OFFSET, COUNT] + ');')\n }\n\n if (ELEMENTS) {\n if (!elementsStatic) {\n inner('if(', ELEMENTS, '){')\n drawElements()\n inner('}else{')\n drawArrays()\n inner('}')\n } else {\n drawElements()\n }\n } else {\n drawArrays()\n }\n }\n\n if (extInstancing && (typeof INSTANCES !== 'number' || INSTANCES >= 0)) {\n if (typeof INSTANCES === 'string') {\n inner('if(', INSTANCES, '>0){')\n emitInstancing()\n inner('}else if(', INSTANCES, '<0){')\n emitRegular()\n inner('}')\n } else {\n emitInstancing()\n }\n } else {\n emitRegular()\n }\n }\n\n function createBody (emitBody, parentEnv, args, program, count) {\n var env = createREGLEnvironment()\n var scope = env.proc('body', count)\n check$1.optional(function () {\n env.commandStr = parentEnv.commandStr\n env.command = env.link(parentEnv.commandStr)\n })\n if (extInstancing) {\n env.instancing = scope.def(\n env.shared.extensions, '.angle_instanced_arrays')\n }\n emitBody(env, scope, args, program)\n return env.compile().body\n }\n\n // ===================================================\n // ===================================================\n // DRAW PROC\n // ===================================================\n // ===================================================\n function emitDrawBody (env, draw, args, program) {\n injectExtensions(env, draw)\n if (args.useVAO) {\n if (args.drawVAO) {\n draw(env.shared.vao, '.setVAO(', args.drawVAO.append(env, draw), ');')\n } else {\n draw(env.shared.vao, '.setVAO(', env.shared.vao, '.targetVAO);')\n }\n } else {\n draw(env.shared.vao, '.setVAO(null);')\n emitAttributes(env, draw, args, program.attributes, function () {\n return true\n })\n }\n emitUniforms(env, draw, args, program.uniforms, function () {\n return true\n })\n emitDraw(env, draw, draw, args)\n }\n\n function emitDrawProc (env, args) {\n var draw = env.proc('draw', 1)\n\n injectExtensions(env, draw)\n\n emitContext(env, draw, args.context)\n emitPollFramebuffer(env, draw, args.framebuffer)\n\n emitPollState(env, draw, args)\n emitSetOptions(env, draw, args.state)\n\n emitProfile(env, draw, args, false, true)\n\n var program = args.shader.progVar.append(env, draw)\n draw(env.shared.gl, '.useProgram(', program, '.program);')\n\n if (args.shader.program) {\n emitDrawBody(env, draw, args, args.shader.program)\n } else {\n draw(env.shared.vao, '.setVAO(null);')\n var drawCache = env.global.def('{}')\n var PROG_ID = draw.def(program, '.id')\n var CACHED_PROC = draw.def(drawCache, '[', PROG_ID, ']')\n draw(\n env.cond(CACHED_PROC)\n .then(CACHED_PROC, '.call(this,a0);')\n .else(\n CACHED_PROC, '=', drawCache, '[', PROG_ID, ']=',\n env.link(function (program) {\n return createBody(emitDrawBody, env, args, program, 1)\n }), '(', program, ');',\n CACHED_PROC, '.call(this,a0);'))\n }\n\n if (Object.keys(args.state).length > 0) {\n draw(env.shared.current, '.dirty=true;')\n }\n }\n\n // ===================================================\n // ===================================================\n // BATCH PROC\n // ===================================================\n // ===================================================\n\n function emitBatchDynamicShaderBody (env, scope, args, program) {\n env.batchId = 'a1'\n\n injectExtensions(env, scope)\n\n function all () {\n return true\n }\n\n emitAttributes(env, scope, args, program.attributes, all)\n emitUniforms(env, scope, args, program.uniforms, all)\n emitDraw(env, scope, scope, args)\n }\n\n function emitBatchBody (env, scope, args, program) {\n injectExtensions(env, scope)\n\n var contextDynamic = args.contextDep\n\n var BATCH_ID = scope.def()\n var PROP_LIST = 'a0'\n var NUM_PROPS = 'a1'\n var PROPS = scope.def()\n env.shared.props = PROPS\n env.batchId = BATCH_ID\n\n var outer = env.scope()\n var inner = env.scope()\n\n scope(\n outer.entry,\n 'for(', BATCH_ID, '=0;', BATCH_ID, '<', NUM_PROPS, ';++', BATCH_ID, '){',\n PROPS, '=', PROP_LIST, '[', BATCH_ID, '];',\n inner,\n '}',\n outer.exit)\n\n function isInnerDefn (defn) {\n return ((defn.contextDep && contextDynamic) || defn.propDep)\n }\n\n function isOuterDefn (defn) {\n return !isInnerDefn(defn)\n }\n\n if (args.needsContext) {\n emitContext(env, inner, args.context)\n }\n if (args.needsFramebuffer) {\n emitPollFramebuffer(env, inner, args.framebuffer)\n }\n emitSetOptions(env, inner, args.state, isInnerDefn)\n\n if (args.profile && isInnerDefn(args.profile)) {\n emitProfile(env, inner, args, false, true)\n }\n\n if (!program) {\n var progCache = env.global.def('{}')\n var PROGRAM = args.shader.progVar.append(env, inner)\n var PROG_ID = inner.def(PROGRAM, '.id')\n var CACHED_PROC = inner.def(progCache, '[', PROG_ID, ']')\n inner(\n env.shared.gl, '.useProgram(', PROGRAM, '.program);',\n 'if(!', CACHED_PROC, '){',\n CACHED_PROC, '=', progCache, '[', PROG_ID, ']=',\n env.link(function (program) {\n return createBody(\n emitBatchDynamicShaderBody, env, args, program, 2)\n }), '(', PROGRAM, ');}',\n CACHED_PROC, '.call(this,a0[', BATCH_ID, '],', BATCH_ID, ');')\n } else {\n if (args.useVAO) {\n if (args.drawVAO) {\n if (isInnerDefn(args.drawVAO)) {\n // vao is a prop\n inner(env.shared.vao, '.setVAO(', args.drawVAO.append(env, inner), ');')\n } else {\n // vao is invariant\n outer(env.shared.vao, '.setVAO(', args.drawVAO.append(env, outer), ');')\n }\n } else {\n // scoped vao binding\n outer(env.shared.vao, '.setVAO(', env.shared.vao, '.targetVAO);')\n }\n } else {\n outer(env.shared.vao, '.setVAO(null);')\n emitAttributes(env, outer, args, program.attributes, isOuterDefn)\n emitAttributes(env, inner, args, program.attributes, isInnerDefn)\n }\n emitUniforms(env, outer, args, program.uniforms, isOuterDefn)\n emitUniforms(env, inner, args, program.uniforms, isInnerDefn)\n emitDraw(env, outer, inner, args)\n }\n }\n\n function emitBatchProc (env, args) {\n var batch = env.proc('batch', 2)\n env.batchId = '0'\n\n injectExtensions(env, batch)\n\n // Check if any context variables depend on props\n var contextDynamic = false\n var needsContext = true\n Object.keys(args.context).forEach(function (name) {\n contextDynamic = contextDynamic || args.context[name].propDep\n })\n if (!contextDynamic) {\n emitContext(env, batch, args.context)\n needsContext = false\n }\n\n // framebuffer state affects framebufferWidth/height context vars\n var framebuffer = args.framebuffer\n var needsFramebuffer = false\n if (framebuffer) {\n if (framebuffer.propDep) {\n contextDynamic = needsFramebuffer = true\n } else if (framebuffer.contextDep && contextDynamic) {\n needsFramebuffer = true\n }\n if (!needsFramebuffer) {\n emitPollFramebuffer(env, batch, framebuffer)\n }\n } else {\n emitPollFramebuffer(env, batch, null)\n }\n\n // viewport is weird because it can affect context vars\n if (args.state.viewport && args.state.viewport.propDep) {\n contextDynamic = true\n }\n\n function isInnerDefn (defn) {\n return (defn.contextDep && contextDynamic) || defn.propDep\n }\n\n // set webgl options\n emitPollState(env, batch, args)\n emitSetOptions(env, batch, args.state, function (defn) {\n return !isInnerDefn(defn)\n })\n\n if (!args.profile || !isInnerDefn(args.profile)) {\n emitProfile(env, batch, args, false, 'a1')\n }\n\n // Save these values to args so that the batch body routine can use them\n args.contextDep = contextDynamic\n args.needsContext = needsContext\n args.needsFramebuffer = needsFramebuffer\n\n // determine if shader is dynamic\n var progDefn = args.shader.progVar\n if ((progDefn.contextDep && contextDynamic) || progDefn.propDep) {\n emitBatchBody(\n env,\n batch,\n args,\n null)\n } else {\n var PROGRAM = progDefn.append(env, batch)\n batch(env.shared.gl, '.useProgram(', PROGRAM, '.program);')\n if (args.shader.program) {\n emitBatchBody(\n env,\n batch,\n args,\n args.shader.program)\n } else {\n batch(env.shared.vao, '.setVAO(null);')\n var batchCache = env.global.def('{}')\n var PROG_ID = batch.def(PROGRAM, '.id')\n var CACHED_PROC = batch.def(batchCache, '[', PROG_ID, ']')\n batch(\n env.cond(CACHED_PROC)\n .then(CACHED_PROC, '.call(this,a0,a1);')\n .else(\n CACHED_PROC, '=', batchCache, '[', PROG_ID, ']=',\n env.link(function (program) {\n return createBody(emitBatchBody, env, args, program, 2)\n }), '(', PROGRAM, ');',\n CACHED_PROC, '.call(this,a0,a1);'))\n }\n }\n\n if (Object.keys(args.state).length > 0) {\n batch(env.shared.current, '.dirty=true;')\n }\n }\n\n // ===================================================\n // ===================================================\n // SCOPE COMMAND\n // ===================================================\n // ===================================================\n function emitScopeProc (env, args) {\n var scope = env.proc('scope', 3)\n env.batchId = 'a2'\n\n var shared = env.shared\n var CURRENT_STATE = shared.current\n\n emitContext(env, scope, args.context)\n\n if (args.framebuffer) {\n args.framebuffer.append(env, scope)\n }\n\n sortState(Object.keys(args.state)).forEach(function (name) {\n var defn = args.state[name]\n var value = defn.append(env, scope)\n if (isArrayLike(value)) {\n value.forEach(function (v, i) {\n scope.set(env.next[name], '[' + i + ']', v)\n })\n } else {\n scope.set(shared.next, '.' + name, value)\n }\n })\n\n emitProfile(env, scope, args, true, true)\n\n ;[S_ELEMENTS, S_OFFSET, S_COUNT, S_INSTANCES, S_PRIMITIVE].forEach(\n function (opt) {\n var variable = args.draw[opt]\n if (!variable) {\n return\n }\n scope.set(shared.draw, '.' + opt, '' + variable.append(env, scope))\n })\n\n Object.keys(args.uniforms).forEach(function (opt) {\n scope.set(\n shared.uniforms,\n '[' + stringStore.id(opt) + ']',\n args.uniforms[opt].append(env, scope))\n })\n\n Object.keys(args.attributes).forEach(function (name) {\n var record = args.attributes[name].append(env, scope)\n var scopeAttrib = env.scopeAttrib(name)\n Object.keys(new AttributeRecord()).forEach(function (prop) {\n scope.set(scopeAttrib, '.' + prop, record[prop])\n })\n })\n\n if (args.scopeVAO) {\n scope.set(shared.vao, '.targetVAO', args.scopeVAO.append(env, scope))\n }\n\n function saveShader (name) {\n var shader = args.shader[name]\n if (shader) {\n scope.set(shared.shader, '.' + name, shader.append(env, scope))\n }\n }\n saveShader(S_VERT)\n saveShader(S_FRAG)\n\n if (Object.keys(args.state).length > 0) {\n scope(CURRENT_STATE, '.dirty=true;')\n scope.exit(CURRENT_STATE, '.dirty=true;')\n }\n\n scope('a1(', env.shared.context, ',a0,', env.batchId, ');')\n }\n\n function isDynamicObject (object) {\n if (typeof object !== 'object' || isArrayLike(object)) {\n return\n }\n var props = Object.keys(object)\n for (var i = 0; i < props.length; ++i) {\n if (dynamic.isDynamic(object[props[i]])) {\n return true\n }\n }\n return false\n }\n\n function splatObject (env, options, name) {\n var object = options.static[name]\n if (!object || !isDynamicObject(object)) {\n return\n }\n\n var globals = env.global\n var keys = Object.keys(object)\n var thisDep = false\n var contextDep = false\n var propDep = false\n var objectRef = env.global.def('{}')\n keys.forEach(function (key) {\n var value = object[key]\n if (dynamic.isDynamic(value)) {\n if (typeof value === 'function') {\n value = object[key] = dynamic.unbox(value)\n }\n var deps = createDynamicDecl(value, null)\n thisDep = thisDep || deps.thisDep\n propDep = propDep || deps.propDep\n contextDep = contextDep || deps.contextDep\n } else {\n globals(objectRef, '.', key, '=')\n switch (typeof value) {\n case 'number':\n globals(value)\n break\n case 'string':\n globals('\"', value, '\"')\n break\n case 'object':\n if (Array.isArray(value)) {\n globals('[', value.join(), ']')\n }\n break\n default:\n globals(env.link(value))\n break\n }\n globals(';')\n }\n })\n\n function appendBlock (env, block) {\n keys.forEach(function (key) {\n var value = object[key]\n if (!dynamic.isDynamic(value)) {\n return\n }\n var ref = env.invoke(block, value)\n block(objectRef, '.', key, '=', ref, ';')\n })\n }\n\n options.dynamic[name] = new dynamic.DynamicVariable(DYN_THUNK, {\n thisDep: thisDep,\n contextDep: contextDep,\n propDep: propDep,\n ref: objectRef,\n append: appendBlock\n })\n delete options.static[name]\n }\n\n // ===========================================================================\n // ===========================================================================\n // MAIN DRAW COMMAND\n // ===========================================================================\n // ===========================================================================\n function compileCommand (options, attributes, uniforms, context, stats) {\n var env = createREGLEnvironment()\n\n // link stats, so that we can easily access it in the program.\n env.stats = env.link(stats)\n\n // splat options and attributes to allow for dynamic nested properties\n Object.keys(attributes.static).forEach(function (key) {\n splatObject(env, attributes, key)\n })\n NESTED_OPTIONS.forEach(function (name) {\n splatObject(env, options, name)\n })\n\n var args = parseArguments(options, attributes, uniforms, context, env)\n\n emitDrawProc(env, args)\n emitScopeProc(env, args)\n emitBatchProc(env, args)\n\n return env.compile()\n }\n\n // ===========================================================================\n // ===========================================================================\n // POLL / REFRESH\n // ===========================================================================\n // ===========================================================================\n return {\n next: nextState,\n current: currentState,\n procs: (function () {\n var env = createREGLEnvironment()\n var poll = env.proc('poll')\n var refresh = env.proc('refresh')\n var common = env.block()\n poll(common)\n refresh(common)\n\n var shared = env.shared\n var GL = shared.gl\n var NEXT_STATE = shared.next\n var CURRENT_STATE = shared.current\n\n common(CURRENT_STATE, '.dirty=false;')\n\n emitPollFramebuffer(env, poll)\n emitPollFramebuffer(env, refresh, null, true)\n\n // Refresh updates all attribute state changes\n var INSTANCING\n if (extInstancing) {\n INSTANCING = env.link(extInstancing)\n }\n\n // update vertex array bindings\n if (extensions.oes_vertex_array_object) {\n refresh(env.link(extensions.oes_vertex_array_object), '.bindVertexArrayOES(null);')\n }\n for (var i = 0; i < limits.maxAttributes; ++i) {\n var BINDING = refresh.def(shared.attributes, '[', i, ']')\n var ifte = env.cond(BINDING, '.buffer')\n ifte.then(\n GL, '.enableVertexAttribArray(', i, ');',\n GL, '.bindBuffer(',\n GL_ARRAY_BUFFER$2, ',',\n BINDING, '.buffer.buffer);',\n GL, '.vertexAttribPointer(',\n i, ',',\n BINDING, '.size,',\n BINDING, '.type,',\n BINDING, '.normalized,',\n BINDING, '.stride,',\n BINDING, '.offset);'\n ).else(\n GL, '.disableVertexAttribArray(', i, ');',\n GL, '.vertexAttrib4f(',\n i, ',',\n BINDING, '.x,',\n BINDING, '.y,',\n BINDING, '.z,',\n BINDING, '.w);',\n BINDING, '.buffer=null;')\n refresh(ifte)\n if (extInstancing) {\n refresh(\n INSTANCING, '.vertexAttribDivisorANGLE(',\n i, ',',\n BINDING, '.divisor);')\n }\n }\n refresh(\n env.shared.vao, '.currentVAO=null;',\n env.shared.vao, '.setVAO(', env.shared.vao, '.targetVAO);')\n\n Object.keys(GL_FLAGS).forEach(function (flag) {\n var cap = GL_FLAGS[flag]\n var NEXT = common.def(NEXT_STATE, '.', flag)\n var block = env.block()\n block('if(', NEXT, '){',\n GL, '.enable(', cap, ')}else{',\n GL, '.disable(', cap, ')}',\n CURRENT_STATE, '.', flag, '=', NEXT, ';')\n refresh(block)\n poll(\n 'if(', NEXT, '!==', CURRENT_STATE, '.', flag, '){',\n block,\n '}')\n })\n\n Object.keys(GL_VARIABLES).forEach(function (name) {\n var func = GL_VARIABLES[name]\n var init = currentState[name]\n var NEXT, CURRENT\n var block = env.block()\n block(GL, '.', func, '(')\n if (isArrayLike(init)) {\n var n = init.length\n NEXT = env.global.def(NEXT_STATE, '.', name)\n CURRENT = env.global.def(CURRENT_STATE, '.', name)\n block(\n loop(n, function (i) {\n return NEXT + '[' + i + ']'\n }), ');',\n loop(n, function (i) {\n return CURRENT + '[' + i + ']=' + NEXT + '[' + i + '];'\n }).join(''))\n poll(\n 'if(', loop(n, function (i) {\n return NEXT + '[' + i + ']!==' + CURRENT + '[' + i + ']'\n }).join('||'), '){',\n block,\n '}')\n } else {\n NEXT = common.def(NEXT_STATE, '.', name)\n CURRENT = common.def(CURRENT_STATE, '.', name)\n block(\n NEXT, ');',\n CURRENT_STATE, '.', name, '=', NEXT, ';')\n poll(\n 'if(', NEXT, '!==', CURRENT, '){',\n block,\n '}')\n }\n refresh(block)\n })\n\n return env.compile()\n })(),\n compile: compileCommand\n }\n}\n\nfunction stats () {\n return {\n vaoCount: 0,\n bufferCount: 0,\n elementsCount: 0,\n framebufferCount: 0,\n shaderCount: 0,\n textureCount: 0,\n cubeCount: 0,\n renderbufferCount: 0,\n maxTextureUnits: 0\n }\n}\n\nvar GL_QUERY_RESULT_EXT = 0x8866\nvar GL_QUERY_RESULT_AVAILABLE_EXT = 0x8867\nvar GL_TIME_ELAPSED_EXT = 0x88BF\n\nvar createTimer = function (gl, extensions) {\n if (!extensions.ext_disjoint_timer_query) {\n return null\n }\n\n // QUERY POOL BEGIN\n var queryPool = []\n function allocQuery () {\n return queryPool.pop() || extensions.ext_disjoint_timer_query.createQueryEXT()\n }\n function freeQuery (query) {\n queryPool.push(query)\n }\n // QUERY POOL END\n\n var pendingQueries = []\n function beginQuery (stats) {\n var query = allocQuery()\n extensions.ext_disjoint_timer_query.beginQueryEXT(GL_TIME_ELAPSED_EXT, query)\n pendingQueries.push(query)\n pushScopeStats(pendingQueries.length - 1, pendingQueries.length, stats)\n }\n\n function endQuery () {\n extensions.ext_disjoint_timer_query.endQueryEXT(GL_TIME_ELAPSED_EXT)\n }\n\n //\n // Pending stats pool.\n //\n function PendingStats () {\n this.startQueryIndex = -1\n this.endQueryIndex = -1\n this.sum = 0\n this.stats = null\n }\n var pendingStatsPool = []\n function allocPendingStats () {\n return pendingStatsPool.pop() || new PendingStats()\n }\n function freePendingStats (pendingStats) {\n pendingStatsPool.push(pendingStats)\n }\n // Pending stats pool end\n\n var pendingStats = []\n function pushScopeStats (start, end, stats) {\n var ps = allocPendingStats()\n ps.startQueryIndex = start\n ps.endQueryIndex = end\n ps.sum = 0\n ps.stats = stats\n pendingStats.push(ps)\n }\n\n // we should call this at the beginning of the frame,\n // in order to update gpuTime\n var timeSum = []\n var queryPtr = []\n function update () {\n var ptr, i\n\n var n = pendingQueries.length\n if (n === 0) {\n return\n }\n\n // Reserve space\n queryPtr.length = Math.max(queryPtr.length, n + 1)\n timeSum.length = Math.max(timeSum.length, n + 1)\n timeSum[0] = 0\n queryPtr[0] = 0\n\n // Update all pending timer queries\n var queryTime = 0\n ptr = 0\n for (i = 0; i < pendingQueries.length; ++i) {\n var query = pendingQueries[i]\n if (extensions.ext_disjoint_timer_query.getQueryObjectEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT)) {\n queryTime += extensions.ext_disjoint_timer_query.getQueryObjectEXT(query, GL_QUERY_RESULT_EXT)\n freeQuery(query)\n } else {\n pendingQueries[ptr++] = query\n }\n timeSum[i + 1] = queryTime\n queryPtr[i + 1] = ptr\n }\n pendingQueries.length = ptr\n\n // Update all pending stat queries\n ptr = 0\n for (i = 0; i < pendingStats.length; ++i) {\n var stats = pendingStats[i]\n var start = stats.startQueryIndex\n var end = stats.endQueryIndex\n stats.sum += timeSum[end] - timeSum[start]\n var startPtr = queryPtr[start]\n var endPtr = queryPtr[end]\n if (endPtr === startPtr) {\n stats.stats.gpuTime += stats.sum / 1e6\n freePendingStats(stats)\n } else {\n stats.startQueryIndex = startPtr\n stats.endQueryIndex = endPtr\n pendingStats[ptr++] = stats\n }\n }\n pendingStats.length = ptr\n }\n\n return {\n beginQuery: beginQuery,\n endQuery: endQuery,\n pushScopeStats: pushScopeStats,\n update: update,\n getNumPendingQueries: function () {\n return pendingQueries.length\n },\n clear: function () {\n queryPool.push.apply(queryPool, pendingQueries)\n for (var i = 0; i < queryPool.length; i++) {\n extensions.ext_disjoint_timer_query.deleteQueryEXT(queryPool[i])\n }\n pendingQueries.length = 0\n queryPool.length = 0\n },\n restore: function () {\n pendingQueries.length = 0\n queryPool.length = 0\n }\n }\n}\n\nvar GL_COLOR_BUFFER_BIT = 16384\nvar GL_DEPTH_BUFFER_BIT = 256\nvar GL_STENCIL_BUFFER_BIT = 1024\n\nvar GL_ARRAY_BUFFER = 34962\n\nvar CONTEXT_LOST_EVENT = 'webglcontextlost'\nvar CONTEXT_RESTORED_EVENT = 'webglcontextrestored'\n\nvar DYN_PROP = 1\nvar DYN_CONTEXT = 2\nvar DYN_STATE = 3\n\nfunction find (haystack, needle) {\n for (var i = 0; i < haystack.length; ++i) {\n if (haystack[i] === needle) {\n return i\n }\n }\n return -1\n}\n\nfunction wrapREGL (args) {\n var config = parseArgs(args)\n if (!config) {\n return null\n }\n\n var gl = config.gl\n var glAttributes = gl.getContextAttributes()\n var contextLost = gl.isContextLost()\n\n var extensionState = createExtensionCache(gl, config)\n if (!extensionState) {\n return null\n }\n\n var stringStore = createStringStore()\n var stats$$1 = stats()\n var extensions = extensionState.extensions\n var timer = createTimer(gl, extensions)\n\n var START_TIME = clock()\n var WIDTH = gl.drawingBufferWidth\n var HEIGHT = gl.drawingBufferHeight\n\n var contextState = {\n tick: 0,\n time: 0,\n viewportWidth: WIDTH,\n viewportHeight: HEIGHT,\n framebufferWidth: WIDTH,\n framebufferHeight: HEIGHT,\n drawingBufferWidth: WIDTH,\n drawingBufferHeight: HEIGHT,\n pixelRatio: config.pixelRatio\n }\n var uniformState = {}\n var drawState = {\n elements: null,\n primitive: 4, // GL_TRIANGLES\n count: -1,\n offset: 0,\n instances: -1\n }\n\n var limits = wrapLimits(gl, extensions)\n var bufferState = wrapBufferState(\n gl,\n stats$$1,\n config,\n destroyBuffer)\n var attributeState = wrapAttributeState(\n gl,\n extensions,\n limits,\n stats$$1,\n bufferState)\n function destroyBuffer (buffer) {\n return attributeState.destroyBuffer(buffer)\n }\n var elementState = wrapElementsState(gl, extensions, bufferState, stats$$1)\n var shaderState = wrapShaderState(gl, stringStore, stats$$1, config)\n var textureState = createTextureSet(\n gl,\n extensions,\n limits,\n function () { core.procs.poll() },\n contextState,\n stats$$1,\n config)\n var renderbufferState = wrapRenderbuffers(gl, extensions, limits, stats$$1, config)\n var framebufferState = wrapFBOState(\n gl,\n extensions,\n limits,\n textureState,\n renderbufferState,\n stats$$1)\n var core = reglCore(\n gl,\n stringStore,\n extensions,\n limits,\n bufferState,\n elementState,\n textureState,\n framebufferState,\n uniformState,\n attributeState,\n shaderState,\n drawState,\n contextState,\n timer,\n config)\n var readPixels = wrapReadPixels(\n gl,\n framebufferState,\n core.procs.poll,\n contextState,\n glAttributes, extensions, limits)\n\n var nextState = core.next\n var canvas = gl.canvas\n\n var rafCallbacks = []\n var lossCallbacks = []\n var restoreCallbacks = []\n var destroyCallbacks = [config.onDestroy]\n\n var activeRAF = null\n function handleRAF () {\n if (rafCallbacks.length === 0) {\n if (timer) {\n timer.update()\n }\n activeRAF = null\n return\n }\n\n // schedule next animation frame\n activeRAF = raf.next(handleRAF)\n\n // poll for changes\n poll()\n\n // fire a callback for all pending rafs\n for (var i = rafCallbacks.length - 1; i >= 0; --i) {\n var cb = rafCallbacks[i]\n if (cb) {\n cb(contextState, null, 0)\n }\n }\n\n // flush all pending webgl calls\n gl.flush()\n\n // poll GPU timers *after* gl.flush so we don't delay command dispatch\n if (timer) {\n timer.update()\n }\n }\n\n function startRAF () {\n if (!activeRAF && rafCallbacks.length > 0) {\n activeRAF = raf.next(handleRAF)\n }\n }\n\n function stopRAF () {\n if (activeRAF) {\n raf.cancel(handleRAF)\n activeRAF = null\n }\n }\n\n function handleContextLoss (event) {\n event.preventDefault()\n\n // set context lost flag\n contextLost = true\n\n // pause request animation frame\n stopRAF()\n\n // lose context\n lossCallbacks.forEach(function (cb) {\n cb()\n })\n }\n\n function handleContextRestored (event) {\n // clear error code\n gl.getError()\n\n // clear context lost flag\n contextLost = false\n\n // refresh state\n extensionState.restore()\n shaderState.restore()\n bufferState.restore()\n textureState.restore()\n renderbufferState.restore()\n framebufferState.restore()\n attributeState.restore()\n if (timer) {\n timer.restore()\n }\n\n // refresh state\n core.procs.refresh()\n\n // restart RAF\n startRAF()\n\n // restore context\n restoreCallbacks.forEach(function (cb) {\n cb()\n })\n }\n\n if (canvas) {\n canvas.addEventListener(CONTEXT_LOST_EVENT, handleContextLoss, false)\n canvas.addEventListener(CONTEXT_RESTORED_EVENT, handleContextRestored, false)\n }\n\n function destroy () {\n rafCallbacks.length = 0\n stopRAF()\n\n if (canvas) {\n canvas.removeEventListener(CONTEXT_LOST_EVENT, handleContextLoss)\n canvas.removeEventListener(CONTEXT_RESTORED_EVENT, handleContextRestored)\n }\n\n shaderState.clear()\n framebufferState.clear()\n renderbufferState.clear()\n textureState.clear()\n elementState.clear()\n bufferState.clear()\n attributeState.clear()\n\n if (timer) {\n timer.clear()\n }\n\n destroyCallbacks.forEach(function (cb) {\n cb()\n })\n }\n\n function compileProcedure (options) {\n check$1(!!options, 'invalid args to regl({...})')\n check$1.type(options, 'object', 'invalid args to regl({...})')\n\n function flattenNestedOptions (options) {\n var result = extend({}, options)\n delete result.uniforms\n delete result.attributes\n delete result.context\n delete result.vao\n\n if ('stencil' in result && result.stencil.op) {\n result.stencil.opBack = result.stencil.opFront = result.stencil.op\n delete result.stencil.op\n }\n\n function merge (name) {\n if (name in result) {\n var child = result[name]\n delete result[name]\n Object.keys(child).forEach(function (prop) {\n result[name + '.' + prop] = child[prop]\n })\n }\n }\n merge('blend')\n merge('depth')\n merge('cull')\n merge('stencil')\n merge('polygonOffset')\n merge('scissor')\n merge('sample')\n\n if ('vao' in options) {\n result.vao = options.vao\n }\n\n return result\n }\n\n function separateDynamic (object) {\n var staticItems = {}\n var dynamicItems = {}\n Object.keys(object).forEach(function (option) {\n var value = object[option]\n if (dynamic.isDynamic(value)) {\n dynamicItems[option] = dynamic.unbox(value, option)\n } else {\n staticItems[option] = value\n }\n })\n return {\n dynamic: dynamicItems,\n static: staticItems\n }\n }\n\n // Treat context variables separate from other dynamic variables\n var context = separateDynamic(options.context || {})\n var uniforms = separateDynamic(options.uniforms || {})\n var attributes = separateDynamic(options.attributes || {})\n var opts = separateDynamic(flattenNestedOptions(options))\n\n var stats$$1 = {\n gpuTime: 0.0,\n cpuTime: 0.0,\n count: 0\n }\n\n var compiled = core.compile(opts, attributes, uniforms, context, stats$$1)\n\n var draw = compiled.draw\n var batch = compiled.batch\n var scope = compiled.scope\n\n // FIXME: we should modify code generation for batch commands so this\n // isn't necessary\n var EMPTY_ARRAY = []\n function reserve (count) {\n while (EMPTY_ARRAY.length < count) {\n EMPTY_ARRAY.push(null)\n }\n return EMPTY_ARRAY\n }\n\n function REGLCommand (args, body) {\n var i\n if (contextLost) {\n check$1.raise('context lost')\n }\n if (typeof args === 'function') {\n return scope.call(this, null, args, 0)\n } else if (typeof body === 'function') {\n if (typeof args === 'number') {\n for (i = 0; i < args; ++i) {\n scope.call(this, null, body, i)\n }\n } else if (Array.isArray(args)) {\n for (i = 0; i < args.length; ++i) {\n scope.call(this, args[i], body, i)\n }\n } else {\n return scope.call(this, args, body, 0)\n }\n } else if (typeof args === 'number') {\n if (args > 0) {\n return batch.call(this, reserve(args | 0), args | 0)\n }\n } else if (Array.isArray(args)) {\n if (args.length) {\n return batch.call(this, args, args.length)\n }\n } else {\n return draw.call(this, args)\n }\n }\n\n return extend(REGLCommand, {\n stats: stats$$1\n })\n }\n\n var setFBO = framebufferState.setFBO = compileProcedure({\n framebuffer: dynamic.define.call(null, DYN_PROP, 'framebuffer')\n })\n\n function clearImpl (_, options) {\n var clearFlags = 0\n core.procs.poll()\n\n var c = options.color\n if (c) {\n gl.clearColor(+c[0] || 0, +c[1] || 0, +c[2] || 0, +c[3] || 0)\n clearFlags |= GL_COLOR_BUFFER_BIT\n }\n if ('depth' in options) {\n gl.clearDepth(+options.depth)\n clearFlags |= GL_DEPTH_BUFFER_BIT\n }\n if ('stencil' in options) {\n gl.clearStencil(options.stencil | 0)\n clearFlags |= GL_STENCIL_BUFFER_BIT\n }\n\n check$1(!!clearFlags, 'called regl.clear with no buffer specified')\n gl.clear(clearFlags)\n }\n\n function clear (options) {\n check$1(\n typeof options === 'object' && options,\n 'regl.clear() takes an object as input')\n if ('framebuffer' in options) {\n if (options.framebuffer &&\n options.framebuffer_reglType === 'framebufferCube') {\n for (var i = 0; i < 6; ++i) {\n setFBO(extend({\n framebuffer: options.framebuffer.faces[i]\n }, options), clearImpl)\n }\n } else {\n setFBO(options, clearImpl)\n }\n } else {\n clearImpl(null, options)\n }\n }\n\n function frame (cb) {\n check$1.type(cb, 'function', 'regl.frame() callback must be a function')\n rafCallbacks.push(cb)\n\n function cancel () {\n // FIXME: should we check something other than equals cb here?\n // what if a user calls frame twice with the same callback...\n //\n var i = find(rafCallbacks, cb)\n check$1(i >= 0, 'cannot cancel a frame twice')\n function pendingCancel () {\n var index = find(rafCallbacks, pendingCancel)\n rafCallbacks[index] = rafCallbacks[rafCallbacks.length - 1]\n rafCallbacks.length -= 1\n if (rafCallbacks.length <= 0) {\n stopRAF()\n }\n }\n rafCallbacks[i] = pendingCancel\n }\n\n startRAF()\n\n return {\n cancel: cancel\n }\n }\n\n // poll viewport\n function pollViewport () {\n var viewport = nextState.viewport\n var scissorBox = nextState.scissor_box\n viewport[0] = viewport[1] = scissorBox[0] = scissorBox[1] = 0\n contextState.viewportWidth =\n contextState.framebufferWidth =\n contextState.drawingBufferWidth =\n viewport[2] =\n scissorBox[2] = gl.drawingBufferWidth\n contextState.viewportHeight =\n contextState.framebufferHeight =\n contextState.drawingBufferHeight =\n viewport[3] =\n scissorBox[3] = gl.drawingBufferHeight\n }\n\n function poll () {\n contextState.tick += 1\n contextState.time = now()\n pollViewport()\n core.procs.poll()\n }\n\n function refresh () {\n pollViewport()\n core.procs.refresh()\n if (timer) {\n timer.update()\n }\n }\n\n function now () {\n return (clock() - START_TIME) / 1000.0\n }\n\n refresh()\n\n function addListener (event, callback) {\n check$1.type(callback, 'function', 'listener callback must be a function')\n\n var callbacks\n switch (event) {\n case 'frame':\n return frame(callback)\n case 'lost':\n callbacks = lossCallbacks\n break\n case 'restore':\n callbacks = restoreCallbacks\n break\n case 'destroy':\n callbacks = destroyCallbacks\n break\n default:\n check$1.raise('invalid event, must be one of frame,lost,restore,destroy')\n }\n\n callbacks.push(callback)\n return {\n cancel: function () {\n for (var i = 0; i < callbacks.length; ++i) {\n if (callbacks[i] === callback) {\n callbacks[i] = callbacks[callbacks.length - 1]\n callbacks.pop()\n return\n }\n }\n }\n }\n }\n\n var regl = extend(compileProcedure, {\n // Clear current FBO\n clear: clear,\n\n // Short cuts for dynamic variables\n prop: dynamic.define.bind(null, DYN_PROP),\n context: dynamic.define.bind(null, DYN_CONTEXT),\n this: dynamic.define.bind(null, DYN_STATE),\n\n // executes an empty draw command\n draw: compileProcedure({}),\n\n // Resources\n buffer: function (options) {\n return bufferState.create(options, GL_ARRAY_BUFFER, false, false)\n },\n elements: function (options) {\n return elementState.create(options, false)\n },\n texture: textureState.create2D,\n cube: textureState.createCube,\n renderbuffer: renderbufferState.create,\n framebuffer: framebufferState.create,\n framebufferCube: framebufferState.createCube,\n vao: attributeState.createVAO,\n\n // Expose context attributes\n attributes: glAttributes,\n\n // Frame rendering\n frame: frame,\n on: addListener,\n\n // System limits\n limits: limits,\n hasExtension: function (name) {\n return limits.extensions.indexOf(name.toLowerCase()) >= 0\n },\n\n // Read pixels\n read: readPixels,\n\n // Destroy regl and all associated resources\n destroy: destroy,\n\n // Direct GL state manipulation\n _gl: gl,\n _refresh: refresh,\n\n poll: function () {\n poll()\n if (timer) {\n timer.update()\n }\n },\n\n // Current time\n now: now,\n\n // regl Statistics Information\n stats: stats$$1\n })\n\n config.onDone(null, regl)\n\n return regl\n}\n\nreturn wrapREGL;\n\n})));\n//# sourceMappingURL=regl.js.map\n","\nglobal.CANVAS_SKETCH_DEFAULT_STORAGE_KEY = window.location.href;\n"]}