How to use the shaderSource function from bindings
Find comprehensive JavaScript bindings.shaderSource code examples handpicked from public code repositorys.
GitHub: mikeseven/node-webgl
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throw new TypeError('Expected scissor(number x, number y, number width, number height)'); } return _scissor(x, y, width, height); } var _shaderSource = gl.shaderSource; gl.shaderSource = function shaderSource(shader, source) { if (!(arguments.length === 2 && (shader === null || shader instanceof gl.WebGLShader) && typeof source === "string")) { throw new TypeError('Expected shaderSource(WebGLShader shader, string source)'); }
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GitHub: enh6/dumpster
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GL.shaderSource = function() { if (GL.debug) { console.log("shaderSource"); console.log(arguments); } return gl_bindings.shaderSource.apply(null, arguments); }; // GL.stencilFunc; // GL.stencilFuncSeparate; // GL.stencilMask;
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