Fixed graphics bug + updated docs
Fixed issue with getBounds being incorrect for graphics Updated docs Linted code
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145 changed files with 15583 additions and 24078 deletions
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@ -19,7 +19,7 @@
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</div>
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<div class="yui3-u-1-4 version">
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<em>API Docs for: 1.3.0</em>
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<em>API Docs for: 1.4.0</em>
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</div>
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</div>
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<div id="bd" class="yui3-g">
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@ -45,6 +45,8 @@
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<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
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<li><a href="../classes/AtlasLoader.html">AtlasLoader</a></li>
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<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
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<li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
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@ -61,7 +63,7 @@
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<li><a href="../classes/ColorMatrixFilter.html">ColorMatrixFilter</a></li>
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<li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li>
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<li><a href="../classes/ColorStepFilter.html">ColorStepFilter</a></li>
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<li><a href="../classes/DisplacementFilter.html">DisplacementFilter</a></li>
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@ -75,7 +77,7 @@
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<li><a href="../classes/Graphics.html">Graphics</a></li>
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<li><a href="../classes/GreyFilter.html">GreyFilter</a></li>
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<li><a href="../classes/GrayFilter.html">GrayFilter</a></li>
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<li><a href="../classes/ImageLoader.html">ImageLoader</a></li>
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@ -87,6 +89,8 @@
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<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
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<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
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<li><a href="../classes/Point.html">Point</a></li>
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<li><a href="../classes/Polygon.html">Polygon</a></li>
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@ -109,10 +113,10 @@
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<li><a href="../classes/Spine.html">Spine</a></li>
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<li><a href="../classes/Sprite.html">Sprite</a></li>
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<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
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<li><a href="../classes/Sprite™.html">Sprite™</a></li>
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<li><a href="../classes/Stage.html">Stage</a></li>
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<li><a href="../classes/Text.html">Text</a></li>
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@ -121,8 +125,6 @@
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<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
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<li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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</ul>
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@ -174,61 +176,73 @@
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.initDefaultShaders = function()
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PIXI.initDefaultShaders = function()
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{
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PIXI.primitiveShader = new PIXI.PrimitiveShader();
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PIXI.primitiveShader.init();
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// PIXI.primitiveShader = new PIXI.PrimitiveShader();
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// PIXI.primitiveShader.init();
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PIXI.stripShader = new PIXI.StripShader();
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PIXI.stripShader.init();
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PIXI.stripShader = new PIXI.StripShader();
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PIXI.stripShader.init();
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PIXI.defaultShader = new PIXI.PixiShader();
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PIXI.defaultShader.init();
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// PIXI.defaultShader = new PIXI.PixiShader();
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// PIXI.defaultShader.init();
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var gl = PIXI.gl;
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var shaderProgram = PIXI.defaultShader.program;
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/* var gl = PIXI.gl;
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var shaderProgram = PIXI.defaultShader.program;
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gl.useProgram(shaderProgram);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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}
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gl.useProgram(shaderProgram);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);*/
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};
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/*
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PIXI.activatePrimitiveShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.primitiveShader.program);
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gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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}
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var gl = PIXI.gl;
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gl.useProgram(PIXI.primitiveShader.program);
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gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
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};
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PIXI.deactivatePrimitiveShader = function()
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{
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var gl = PIXI.gl;
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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}
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gl.useProgram(PIXI.defaultShader.program);
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gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
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gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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*/
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/*
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PIXI.activateStripShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.stripShader.program);
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var gl = PIXI.gl;
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gl.useProgram(PIXI.stripShader.program);
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// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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}
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};
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PIXI.deactivateStripShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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}
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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*/
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/*
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SHADER COMPILER HELPERS
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@ -236,48 +250,47 @@ SHADER COMPILER HELPERS
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PIXI.CompileVertexShader = function(gl, shaderSrc)
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{
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return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
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}
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return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
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};
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PIXI.CompileFragmentShader = function(gl, shaderSrc)
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{
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return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
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}
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return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
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};
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PIXI._CompileShader = function(gl, shaderSrc, shaderType)
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{
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var src = shaderSrc.join("\n");
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var shader = gl.createShader(shaderType);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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var src = shaderSrc.join("\n");
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var shader = gl.createShader(shaderType);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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console.log(gl.getShaderInfoLog(shader));
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return null;
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}
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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window.console.log(gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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}
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return shader;
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};
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PIXI.compileProgram = function(vertexSrc, fragmentSrc)
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PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
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{
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var gl = PIXI.gl;
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var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
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var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
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var shaderProgram = gl.createProgram();
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//var gl = PIXI.gl;
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var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
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var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
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var shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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console.log("Could not initialise shaders");
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window.console.log("Could not initialise shaders");
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}
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return shaderProgram;
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}
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return shaderProgram;
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};
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</pre>
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</div>
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