style: auto-fix linting issues
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1 changed files with 0 additions and 5 deletions
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@ -8,7 +8,6 @@
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*/
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*/
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export class UnknownPleasuresWebGL {
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export class UnknownPleasuresWebGL {
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// Propagation speed: controls how fast waves propagate between lines
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// Propagation speed: controls how fast waves propagate between lines
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// Higher = faster propagation (1.0 = default, 0.5 = slower, 2.0 = faster)
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// Higher = faster propagation (1.0 = default, 0.5 = slower, 2.0 = faster)
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static PROPAGATION_SPEED = 0.7;
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static PROPAGATION_SPEED = 0.7;
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@ -44,7 +43,6 @@ export class UnknownPleasuresWebGL {
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this._cos = Math.cos(this.rotationAngle);
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this._cos = Math.cos(this.rotationAngle);
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this._sin = Math.sin(this.rotationAngle);
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this._sin = Math.sin(this.rotationAngle);
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// Propagation timing
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// Propagation timing
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this._propagationAccum = 0;
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this._propagationAccum = 0;
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@ -356,7 +354,6 @@ export class UnknownPleasuresWebGL {
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurFinalTexture, 0);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurFinalTexture, 0);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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}
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@ -486,7 +483,6 @@ export class UnknownPleasuresWebGL {
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this.reset();
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this.reset();
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}
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}
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// Update history with propagation speed control
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// Update history with propagation speed control
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// Higher PROPAGATION_SPEED = faster wave propagation
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// Higher PROPAGATION_SPEED = faster wave propagation
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this._propagationAccum += UnknownPleasuresWebGL.PROPAGATION_SPEED;
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this._propagationAccum += UnknownPleasuresWebGL.PROPAGATION_SPEED;
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@ -715,5 +711,4 @@ export class UnknownPleasuresWebGL {
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gl.vertexAttribPointer(this.composite_a_position, 2, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(this.composite_a_position, 2, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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}
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}
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}
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