Improve uniform loading
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31fcfd3d6b
commit
971ddbd08e
21 changed files with 271 additions and 251 deletions
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@ -1,9 +1,114 @@
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import { mat3, ReadonlyVec3, ReadonlyVec4, vec2, vec3, vec4 } from 'gl-matrix';
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import { mat3, vec2, vec3, vec4 } from 'gl-matrix';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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/** @internal */
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const loaderMat3 = mat3.create();
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/** @internal */
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const converters: Map<
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GLenum,
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(gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
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> = new Map();
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converters.set(WebGLRenderingContext.SAMPLER_2D, (gl, v, l) => gl.uniform1i(l, v));
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converters.set(
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WebGLRenderingContext.FLOAT,
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(gl, v: number | Array<number> | Float32Array, l) => {
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if (v instanceof Array || v instanceof Float32Array) {
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if (v.length == 0) {
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return;
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}
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gl.uniform1fv(l, new Float32Array(v));
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} else {
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gl.uniform1f(l, v);
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}
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}
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);
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converters.set(
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WebGLRenderingContext.FLOAT_VEC2,
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(gl, v: vec2 | Array<vec2> | Float32Array, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 2);
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for (let i = 0; i < v.length; i++) {
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result[2 * i] = (v[i] as Array<number>).x;
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result[2 * i + 1] = (v[i] as Array<number>).y;
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}
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gl.uniform2fv(l, result);
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} else {
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gl.uniform2fv(l, v as vec2);
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}
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}
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);
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converters.set(
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WebGLRenderingContext.FLOAT_VEC3,
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(gl, v: vec3 | Array<vec3> | Float32Array, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 3);
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for (let i = 0; i < v.length; i++) {
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result[3 * i] = (v[i] as Array<number>)[0];
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result[3 * i + 1] = (v[i] as Array<number>)[1];
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result[3 * i + 2] = (v[i] as Array<number>)[2];
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}
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gl.uniform3fv(l, result);
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} else {
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gl.uniform3fv(l, v as vec3);
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}
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}
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);
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converters.set(
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WebGLRenderingContext.FLOAT_VEC4,
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(gl, v: vec4 | Array<vec4> | Float32Array, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 4);
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for (let i = 0; i < v.length; i++) {
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result[3 * i] = (v[i] as Array<number>)[0];
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result[3 * i + 1] = (v[i] as Array<number>)[1];
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result[3 * i + 2] = (v[i] as Array<number>)[2];
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result[3 * i + 3] = (v[i] as Array<number>)[3];
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}
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gl.uniform4fv(l, result);
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} else {
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gl.uniform4fv(l, v as vec4);
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}
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}
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);
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converters.set(WebGLRenderingContext.FLOAT_MAT3, (gl, v, l) => {
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if (gl.isWebGL2) {
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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} else {
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gl.uniformMatrix3fv(
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l,
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false,
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mat3.transpose(mat3.create(), mat3.fromMat2d(loaderMat3, v))
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);
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}
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});
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converters.set(WebGLRenderingContext.BOOL, (gl, v: number, l) => gl.uniform1i(l, v));
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converters.set(WebGLRenderingContext.INT, (gl, v: number, l) => gl.uniform1i(l, v));
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/** @internal */
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export const loadUniform = (
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gl: UniversalRenderingContext,
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@ -11,106 +116,7 @@ export const loadUniform = (
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type: GLenum,
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location: WebGLUniformLocation
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): any => {
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const converters: Map<
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GLenum,
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(gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
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> = new Map();
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{
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converters.set(WebGLRenderingContext.SAMPLER_2D, (gl, v, l) => {
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gl.uniform1i(l, v);
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});
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converters.set(WebGLRenderingContext.FLOAT, (gl, v, l) => {
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if (v instanceof Array || v[0] instanceof Float32Array) {
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if (v.length == 0) {
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return;
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}
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gl.uniform1fv(l, new Float32Array(v));
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} else {
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gl.uniform1f(l, v);
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}
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});
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converters.set(WebGLRenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 2);
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for (let i = 0; i < v.length; i++) {
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result[2 * i] = (v[i] as Array<number>).x;
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result[2 * i + 1] = (v[i] as Array<number>).y;
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}
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gl.uniform2fv(l, result);
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} else {
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gl.uniform2fv(l, v as vec2);
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}
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});
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converters.set(
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WebGLRenderingContext.FLOAT_VEC3,
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(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 3);
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for (let i = 0; i < v.length; i++) {
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result[3 * i] = (v[i] as Array<number>)[0];
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result[3 * i + 1] = (v[i] as Array<number>)[1];
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result[3 * i + 2] = (v[i] as Array<number>)[2];
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}
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gl.uniform3fv(l, result);
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} else {
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gl.uniform3fv(l, v as vec3);
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}
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}
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);
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converters.set(
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WebGLRenderingContext.FLOAT_VEC4,
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(gl, v: ReadonlyVec4 | Array<vec4>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 4);
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for (let i = 0; i < v.length; i++) {
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result[3 * i] = (v[i] as Array<number>)[0];
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result[3 * i + 1] = (v[i] as Array<number>)[1];
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result[3 * i + 2] = (v[i] as Array<number>)[2];
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result[3 * i + 3] = (v[i] as Array<number>)[3];
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}
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gl.uniform4fv(l, result);
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} else {
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gl.uniform4fv(l, v as vec4);
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}
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}
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);
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converters.set(WebGLRenderingContext.FLOAT_MAT3, (gl, v, l) => {
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if (gl.isWebGL2) {
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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} else {
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gl.uniformMatrix3fv(
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l,
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false,
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mat3.transpose(mat3.create(), mat3.fromMat2d(loaderMat3, v))
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);
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}
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});
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converters.set(WebGLRenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
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if (!converters.has(type)) {
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throw new Error(`Unimplemented webgl type: ${type}`);
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}
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