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-rw-r--r--tests/examplefiles/example.elm58
1 files changed, 0 insertions, 58 deletions
diff --git a/tests/examplefiles/example.elm b/tests/examplefiles/example.elm
deleted file mode 100644
index 222d46e5..00000000
--- a/tests/examplefiles/example.elm
+++ /dev/null
@@ -1,58 +0,0 @@
-import Math.Vector3 (..)
-import Math.Matrix4 (..)
-import Graphics.WebGL (..)
-
--- Create a mesh with two triangles
-
-type Vertex = { position:Vec3, color:Vec3 }
-
-mesh : [Triangle Vertex]
-mesh = [ ( Vertex (vec3 0 0 0) (vec3 1 0 0)
- , Vertex (vec3 1 1 0) (vec3 0 1 0)
- , Vertex (vec3 1 -1 0) (vec3 0 0 1)
- )
- ]
-
--- Create the scene
-
-main : Signal Element
-main = scene <~ foldp (+) 0 (fps 30)
-
-scene : Float -> Element
-scene t =
- webgl (400,400)
- [ entity vertexShader fragmentShader mesh { view = view (t / 1000) } ]
-
-view : Float -> Mat4
-view t =
- mul (makePerspective 45 1 0.01 100)
- (makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0))
-
--- Shaders
-
-vertexShader : Shader { attr | position:Vec3, color:Vec3 } { unif | view:Mat4 } { vcolor:Vec3 }
-vertexShader = [glsl|
-
-attribute vec3 position;
-attribute vec3 color;
-uniform mat4 view;
-varying vec3 vcolor;
-
-void main () {
- gl_Position = view * vec4(position, 1.0);
- vcolor = color;
-}
-
-|]
-
-fragmentShader : Shader {} u { vcolor:Vec3 }
-fragmentShader = [glsl|
-
-precision mediump float;
-varying vec3 vcolor;
-
-void main () {
- gl_FragColor = vec4(vcolor, 1.0);
-}
-
-|]