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You shouldn't be using innerHTML to get your shader text, it'll break as soon as you put a comparison operator into the shader. Use textContent.

You should support using typed arrays instead of raw JS objects ({ x: , y: }) for setting vectors, since that will give people the option of using something like glMatrix.



Woo, thanks a lot for your feedback :)

I'll fix that ASAP.

[EDIT] all of the issues are now on github: https://github.com/gre/glsl.js/issues


+1 on typed arrays. Anything that supports WebGL should also support them.




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