Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Set the number of enabled vertex attributes upon a shader program switch by monfera · Pull Request #16 · stackgl/gl-shader · GitHub
Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 32 additions & 2 deletions index.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -10,6 +10,7 @@ var GLError = require("./lib/GLError")
//Shader object
function Shader(gl) {
this.gl = gl
this.gl.lastAttribCount = 0 // fixme where else should we store info, safe but not nice on the gl object

//Default initialize these to null
this._vref =
Expand All@@ -29,10 +30,38 @@ proto.bind = function() {
if(!this.program) {
this._relink()
}

// ensuring that we have the right number of enabled vertex attributes
var i
var newAttribCount = this.gl.getProgramParameter(this.program, this.gl.ACTIVE_ATTRIBUTES) // more robust approach
//var newAttribCount = Object.keys(this.attributes).length // avoids the probably immaterial introspection slowdown
var oldAttribCount = this.gl.lastAttribCount
if(newAttribCount > oldAttribCount) {
for(i = oldAttribCount; i < newAttribCount; i++) {
this.gl.enableVertexAttribArray(i)
}
} else if(oldAttribCount > newAttribCount) {
for(i = newAttribCount; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
}

this.gl.lastAttribCount = newAttribCount

this.gl.useProgram(this.program)
}

proto.dispose = function() {

// disabling vertex attributes so new shader starts with zero
// and it's also useful if all shaders are disposed but the
// gl context is reused for subsequent replotting
var oldAttribCount = this.gl.lastAttribCount
for (var i = 0; i < oldAttribCount; i++) {
this.gl.disableVertexAttribArray(i)
}
this.gl.lastAttribCount = 0

if(this._fref) {
this._fref.dispose()
}
Expand DownExpand Up@@ -119,7 +148,8 @@ proto.update = function(
var attributeUnpacked = []
var attributeNames = []
var attributeLocations = []
for(var i=0; i<attributes.length; ++i) {
var i
for(i=0; i<attributes.length; ++i) {
var attr = attributes[i]
if(attr.type.indexOf('mat') >= 0) {
var size = attr.type.charAt(attr.type.length-1)|0
Expand DownExpand Up@@ -159,7 +189,7 @@ proto.update = function(

//For all unspecified attributes, assign them lexicographically min attribute
var curLocation = 0
for(var i=0; i<attributeLocations.length; ++i) {
for(i=0; i<attributeLocations.length; ++i) {
if(attributeLocations[i] < 0) {
while(attributeLocations.indexOf(curLocation) >= 0) {
curLocation += 1
Expand Down