Complete the assignment
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								ClickedPoints/ClickedPoints.html
									
									
									
									
									
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								ClickedPoints/ClickedPoints.html
									
									
									
									
									
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<!DOCTYPE html>
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<html lang="en">
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  <head>
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    <meta charset="utf-8" />
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    <title>Draw a point with a mouse click</title>
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  </head>
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  <body onload="main()">
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    <canvas id="webgl" width="600" height="400">
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    Please use a browser that supports "canvas"
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    </canvas>
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    <script src="../lib/webgl-utils.js"></script>
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    <script src="../lib/webgl-debug.js"></script>
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    <script src="../lib/cuon-utils.js"></script>
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    <script src="ClickedPoints.js"></script>
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  </body>
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</html>
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								ClickedPoints/ClickedPoints.js
									
									
									
									
									
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								ClickedPoints/ClickedPoints.js
									
									
									
									
									
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// ClickedPints.js (c) 2012 matsuda, 2022 Jonathon Doran
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// Note that this shader takes the position from the main
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// program, rather than hard-coding it.
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const vertex_shader = `
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  attribute vec4 a_Position;		// vertex-shader attribute
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  void main()
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  {
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    gl_Position = a_Position;
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    gl_PointSize = 25.0;
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  }	`;
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const fragment_shader = `
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  void main()
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  {
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    gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
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  }	`;
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function main()
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{
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  // Retrieve <canvas> element
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  var canvas = document.getElementById('webgl');
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  // Get the rendering context for WebGL
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  var gl = getWebGLContext(canvas);
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  if (!gl)
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  {
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    console.log('Failed to get the rendering context for WebGL');
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    return;
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  }
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  // Initialize shaders
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  if (!initShaders(gl, vertex_shader, fragment_shader))
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  {
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    console.log('Failed to intialize shaders.');
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    return;
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  }
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  // Get the storage location of a_Position
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  // This is in video memory
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  var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
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  if (a_Position < 0)
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  {
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    console.log('Failed to get the storage location of a_Position');
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    return;
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  }
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  // Register function (event handler) to be called on a mouse press
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  canvas.onmousedown = function(ev){ click(ev, gl, canvas, a_Position); };
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  // Specify the color for clearing <canvas>
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  gl.clearColor(0.3, 0.3, 0.3, 1.0);
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  // Clear <canvas>
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  gl.clear(gl.COLOR_BUFFER_BIT);
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}
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// The array for the position of a mouse press:
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//		Data is pushed onto this array, which resizes dynamically
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var g_points = [];
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function click(ev, gl, canvas, a_Position)
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{
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  var x = ev.clientX; 	// x coordinate of a mouse pointer
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  var y = ev.clientY; 	// y coordinate of a mouse pointer
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  var rect = ev.target.getBoundingClientRect();
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  // Coordinate conversion because canvas and WebGL have different
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  // origins.
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  x = ((x - rect.left) - canvas.width/2)/(canvas.width/2);
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  y = (canvas.height/2 - (y - rect.top))/(canvas.height/2);
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  // Store the coordinates to g_points array
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  g_points.push(x);
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  g_points.push(y);
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  // Clear <canvas>
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  gl.clear(gl.COLOR_BUFFER_BIT);
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  // Upon each click, the canvas is cleared and all saved points
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  // are redrawn.  Each point has two values in the array (x, y).
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  var len = g_points.length;
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  for(var i = 0; i < len; i += 2)
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  {
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    // Pass the position of a point to a_Position variable
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    gl.vertexAttrib3f(a_Position, g_points[i], g_points[i+1], 0.0);
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    // Draw
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    gl.drawArrays(gl.POINTS, 0, 1);
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  }
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}
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