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authorMasahiro FUJIMOTO <mfujimot@gmail.com>2021-07-12 10:11:30 +0900
committerpotappo <potappo@gmail.com>2021-07-18 18:33:18 +0900
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@@ -129,7 +129,7 @@ translation_of: Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
<pre class="brush: js line-numbers language-js"><code class="language-js"> <span class="keyword token">const</span> shaderProgram <span class="operator token">=</span> <span class="function token">initShaderProgram</span><span class="punctuation token">(</span>gl<span class="punctuation token">,</span> vsSource<span class="punctuation token">,</span> fsSource<span class="punctuation token">)</span><span class="punctuation token">;</span></code></pre>
-<p>After we've created a shader program we need to look up the locations that WebGL assigned to our inputs. In this case we have one attribute and two uniforms. Attributes receive values from buffers. Each iteration of the vertex shader receives the next value from the buffer assigned to that attribute. <a href="https://wiki.developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Data#Uniforms">Uniforms</a> are similar to JavaScript global variables. They stay the same value for all iterations of a shader. Since the attribute and uniform locations are specific to a single shader program we'll store them together to make them easy to pass around</p>
+<p>After we've created a shader program we need to look up the locations that WebGL assigned to our inputs. In this case we have one attribute and two uniforms. Attributes receive values from buffers. Each iteration of the vertex shader receives the next value from the buffer assigned to that attribute. <a href="/en-US/docs/Web/API/WebGL_API/Data#Uniforms">Uniforms</a> are similar to JavaScript global variables. They stay the same value for all iterations of a shader. Since the attribute and uniform locations are specific to a single shader program we'll store them together to make them easy to pass around</p>
<pre class="brush: js line-numbers language-js"><code class="language-js"> <span class="keyword token">const</span> programInfo <span class="operator token">=</span> <span class="punctuation token">{</span>
program<span class="punctuation token">:</span> shaderProgram<span class="punctuation token">,</span>