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<!DOCTYPE html>
<html>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 fColor;
uniform vec3 theta;
vec3 angles = radians( theta );
// quaternion multiplier
vec4 multq(vec4 a, vec4 b)
{
return(vec4(a.x*b.x - dot(a.yzw, b.yzw), a.x*b.yzw+b.x*a.yzw+cross(b.yzw, a.yzw)));
}
// inverse quaternion
vec4 invq(vec4 a)
{
return(vec4(a.x, -a.yzw)/dot(a,a));
}
void main()
{
vec4 r;
vec4 p;
vec4 rx, ry, rz;
vec3 c = cos(angles/2.0);
vec3 s = sin(angles/2.0);
rx = vec4(c.x, -s.x, 0.0, 0.0); // x rotation quaternion
ry = vec4(c.y, 0.0, s.y, 0.0); // y rotation quaternion
rz = vec4(c.z, 0.0, 0.0, s.z); // z rotation quaternion
r = multq(rx, multq(ry, rz)); // rotation quaternion
p = vec4(0.0, vPosition.xyz); // input point quaternion
p = multq(r, multq(p, invq(r))); // rotated point quaternion
gl_Position = vec4( p.yzw, 1.0); // convert back to homogeneous coordinates
gl_Position.z = -gl_Position.z;
fColor = vColor;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 fColor;
void
main()
{
gl_FragColor = fColor;
}
</script>
<script type="text/javascript" src="../Common/webgl-utils.js"></script>
<script type="text/javascript" src="../Common/initShaders.js"></script>
<script type="text/javascript" src="../Common/MV.js"></script>
<script type="text/javascript" src="cubeq.js"></script>
<body>
<canvas id="gl-canvas" width="512"" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
<br/>
<button id= "xButton">Rotate X</button>
<button id= "yButton">Rotate Y</button>
<button id= "zButton">Rotate Z</button>
</body>
</html>