4fc42ca00af6f3d29397cad598f1fe03304c08dd
The current fragment chader contains non-uniform control flow for determining the texture coordinates to use with `texture2D()`. The spec says that this can cause undefined behavior; in my case I see a "sparkle" of wrong pixels near primitive edges. See: https://www.opengl.org/wiki/Sampler_%28GLSL%29#Non-uniform_flow_control
scratch-render-webgl
Installation
npm install scratch-render-webgl
Setup
Standalone Build
make build
<script src="/path/to/render-webgl.js"></script>
<script>
var renderer = new window.RenderWebGL();
// do things
</script>
Testing
make test
make coverage
make benchmark
Description
Languages
JavaScript
91.9%
GLSL
4.6%
HTML
3.5%