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change getElementById to querySelector
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greggman committed Apr 6, 2020
1 parent 4484001 commit 9420858
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2 changes: 1 addition & 1 deletion webgl/frustum-diagram.html
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Expand Up @@ -104,7 +104,7 @@
function main() {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
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2 changes: 1 addition & 1 deletion webgl/lessons/fr/webgl-fundamentals.md
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Expand Up @@ -18,7 +18,7 @@ Dans l'espace de projection, les coordonnées vont toujours de -1 à +1 quelle q
Voici un simple exemple pour illustrer un code WebGL dans sa forme la plus simple.

// Création du contexte WebGL
var canvas = document.getElementById("canvas");
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");

// Création d'un programme
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6 changes: 3 additions & 3 deletions webgl/lessons/ja/webgl-fundamentals.md
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Expand Up @@ -131,7 +131,7 @@ WebGLでは、色は0〜1で指定する。

それをJavaScriptで調べられる

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");

それで`WebGLRenderingContext`を作成出来る

Expand Down Expand Up @@ -198,8 +198,8 @@ GLSLのstringをする方法はいくつかある。文字列の連結とか、A

出来たら、その関数でシェーダー2つを作成出来る

var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
var vertexShaderSource = document.querySelector("#2d-vertex-shader").text;
var fragmentShaderSource = document.querySelector("#2d-fragment-shader").text;

var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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2 changes: 1 addition & 1 deletion webgl/lessons/ja/webgl-resizing-the-canvas.md
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Expand Up @@ -20,7 +20,7 @@ canvasの「**描画バッファーのサイズ**」を設定する方法は2

JavaScript側は、

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");
canvas.width = 400;
canvas.height = 300;

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6 changes: 3 additions & 3 deletions webgl/lessons/ko/webgl-fundamentals.md
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Expand Up @@ -129,7 +129,7 @@ WebGL에서 색상은 0에서 1까지 사용합니다.

그러면 JavaScript에서 찾을 수 있습니다.

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");

이제 WebGLRenderingContext을 만들 수 있습니다.

Expand Down Expand Up @@ -192,8 +192,8 @@ JavaScript에서 문자열을 만드는 방법으로 GLSL 문자열을 만들

이제 우리는 두 Shader를 만드는 함수를 호출할 수 있습니다.

var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
var vertexShaderSource = document.querySelector("#2d-vertex-shader").text;
var fragmentShaderSource = document.querySelector("#2d-fragment-shader").text;

var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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2 changes: 1 addition & 1 deletion webgl/lessons/ko/webgl-resizing-the-canvas.md
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Expand Up @@ -22,7 +22,7 @@ CSS는 canvas가 표시되는 크기를 결정합니다.

JavaScript

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");
canvas.width = 400;
canvas.height = 300;

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2 changes: 1 addition & 1 deletion webgl/lessons/pl/webgl-2d-vs-3d-library.md
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Expand Up @@ -37,7 +37,7 @@ Poniżej jest kod realizujący opisane zadanie z użyciem three.js.

<pre class="prettyprint showlinemods">
// Skonfiguruj WebGL.
var c = document.getElementById("c");
var c = document.querySelector("#c");
renderer = new THREE.WebGLRenderer();
renderer.setSize(c.clientWidth, c.clientHeight);
c.appendChild(renderer.domElement);
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2 changes: 1 addition & 1 deletion webgl/lessons/pl/webgl-fundamentals.md
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Expand Up @@ -19,7 +19,7 @@ Współrzędne przestrzeni obcinania zawsze przebiegają przedział od -1 do 1 b
jest Twoje płótno. Poniżej jest prosty przykład pokazujący WebGL w jego najprostszej formie.

// Pobierz kontekst WebGL
var canvas = document.getElementById("canvas");
var canvas = document.querySelector("#canvas");
var gl = canvas.getContext("experimental-webgl");

// skonfiguruj program GLSL
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2 changes: 1 addition & 1 deletion webgl/lessons/pt-br/webgl-text-canvas2d.md
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Expand Up @@ -30,7 +30,7 @@ Em seguida, configure o CSS para que a tela e o HTML se sobrepnham
Agora procure a tela de texto no tempo de inicialização e crie um contexto 2D para isso.

// look up the text canvas.
var textCanvas = document.getElementById("text");
var textCanvas = document.querySelector("#text");

// make a 2D context for it
var ctx = textCanvas.getContext("2d");
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/2d-scene-graph-diagram.js
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Expand Up @@ -21,7 +21,7 @@ const darkMatcher = window.matchMedia("(prefers-color-scheme: dark)");
let colors;

function renderSceneGraph(root) {
const canvas = document.getElementById("c");
const canvas = document.querySelector("#c");
const ctx = wrapCanvasRenderingContext2D(canvas.getContext("2d"));
var g_update = true;

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2 changes: 1 addition & 1 deletion webgl/lessons/resources/3d-in-canvas.html
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Expand Up @@ -52,7 +52,7 @@ <h1 class="description">3D in canvas</h1>
3, 7,
];

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");
var ctx = canvas.getContext("2d");
var then = 0;

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2 changes: 1 addition & 1 deletion webgl/lessons/resources/3d-in-webgl.html
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Expand Up @@ -66,7 +66,7 @@ <h1 class="description">3D in WebGL</h1>
3, 7,
];

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl");
if (!gl) {
return;
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/camera-move-camera.html
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Expand Up @@ -37,7 +37,7 @@ <h1 class="description">Moving the Camera</h1>
"use strict";

function main() {
var movieElem = document.getElementById('movie');
var movieElem = document.querySelector('#movie');
var areaWidth = movieElem.clientWidth;
var areaHeight = movieElem.clientHeight;

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2 changes: 1 addition & 1 deletion webgl/lessons/resources/cross-product-diagram.html
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Expand Up @@ -494,7 +494,7 @@

var app;
function main() {
canvas = document.getElementById("canvas");
canvas = document.querySelector("#canvas");

var gl = twgl.getWebGLContext(canvas, {alpha: true, preMultipliedAlpha: false});
if (!gl) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/cube-normals.html
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Expand Up @@ -371,7 +371,7 @@

var app;
function main() {
canvas = document.getElementById("canvas");
canvas = document.querySelector("#canvas");

var gl = twgl.getWebGLContext(canvas, {alpha: true, preMultipliedAlpha: false});
if (!gl) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/directional-lighting.html
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Expand Up @@ -62,7 +62,7 @@
const darkMatcher = window.matchMedia("(prefers-color-scheme: dark)");
darkMatcher.addEventListener('change', render);

var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var direction = 0;

function radToDeg(rad) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/dot-product.html
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Expand Up @@ -739,7 +739,7 @@

var app;
function main() {
canvas = document.getElementById("canvas");
canvas = document.querySelector("#canvas");

var gl = twgl.getWebGLContext(canvas, {alpha: true, preMultipliedAlpha: false});
if (!gl) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/environment-mapping.html
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Expand Up @@ -40,7 +40,7 @@
dot: opt.dot || "dot(eyeToSurfaceDir,surfaceNormal)",
surfaceNormal: opt.surfaceNormal || "surface normal",
};
var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var direction = 0;
var surfaceWidth = 200;

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2 changes: 1 addition & 1 deletion webgl/lessons/resources/fragment-shader-anim.html
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Expand Up @@ -56,7 +56,7 @@


function main() {
var canvas = document.getElementById("canvas");
var canvas = document.querySelector("#canvas");
var ctx = get2DContext(canvas);
ctx.lineWidth = 1;
var pixelSize = 6;
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/matrix-space-change.html
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Expand Up @@ -31,7 +31,7 @@

function main() {
const opt = getQueryParams();
const ctx = document.getElementById("canvas").getContext("2d");
const ctx = document.querySelector("#canvas").getContext("2d");

const fpoints = [
// left column
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4 changes: 2 additions & 2 deletions webgl/lessons/resources/moon-orbit.html
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Expand Up @@ -83,9 +83,9 @@
],
};

const canvas = document.getElementById('c');
const canvas = document.querySelector('#c');
const ctx = wrapCanvasRenderingContext2D(canvas.getContext('2d'));
const orbitCtx = document.getElementById('orbit').getContext('2d');
const orbitCtx = document.querySelector('#orbit').getContext('2d');
let colors;

const spread = 16;
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/normals-scaled.html
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Expand Up @@ -464,7 +464,7 @@

var app;
function main() {
canvas = document.getElementById("canvas");
canvas = document.querySelector("#canvas");

var gl = twgl.getWebGLContext(canvas, {alpha: true, preMultipliedAlpha: false});
if (!gl) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/normals.html
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Expand Up @@ -347,7 +347,7 @@

var app;
function main() {
canvas = document.getElementById("canvas");
canvas = document.querySelector("#canvas");

var gl = twgl.getWebGLContext(canvas, {alpha: true, preMultipliedAlpha: false});
if (!gl) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/point-lighting.html
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Expand Up @@ -48,7 +48,7 @@
dot: opt.dot || "dot(surfaceToLight,surfaceNormal)",
surfaceNormal: opt.surfaceNormal || "surface normal",
};
var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var direction = 0;

function radToDeg(rad) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/power-graph.html
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Expand Up @@ -43,7 +43,7 @@
"use strict";

function main() {
var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var power = 1;

webglLessonsUI.setupSlider("#power", {value: power, step: 0.01, precision: 2, slide: updatePower, min: 0, max: 10 });
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/specular-lighting.html
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Expand Up @@ -52,7 +52,7 @@
surface2Light: opt.surface2Light || "surface2light",
halfVector: opt.halfVector || "halfVector",
};
var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var surfaceAngle = 0;

function radToDeg(rad) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/spot-lighting.html
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Expand Up @@ -50,7 +50,7 @@
dot: opt.dot || "dot(surfaceToLight,surfaceNormal)",
surfaceNormal: opt.surfaceNormal || "surface normal",
};
var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var rotation = 0;
var direction = degToRad(20);
var limit = degToRad(20);
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/spot-sphere.html
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Expand Up @@ -838,7 +838,7 @@

var app;
function main() {
canvas = document.getElementById("canvas");
canvas = document.querySelector("#canvas");

var gl = twgl.getWebGLContext(canvas, {alpha: true, preMultipliedAlpha: false});
if (!gl) {
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2 changes: 1 addition & 1 deletion webgl/lessons/resources/surface-reflection.html
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Expand Up @@ -47,7 +47,7 @@
const lang = {
reflection: opt.reflection || "reflection",
};
var ctx = document.getElementById("canvas").getContext("2d");
var ctx = document.querySelector("#canvas").getContext("2d");
var surfaceAngle = 0;

function radToDeg(rad) {
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Expand Up @@ -114,7 +114,7 @@
3, 7,
];

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");
var gl = canvas.getContext("webgl", {preserveDrawingBuffer: true});
var clock = 0;

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2 changes: 1 addition & 1 deletion webgl/lessons/ru/webgl-2d-vs-3d-library.md
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Expand Up @@ -37,7 +37,7 @@ TOC: WebGL - 2D и 3D библиотеки

<pre class="prettyprint showlinemods">
// настраиваем WebGL
var c = document.getElementById("c");
var c = document.querySelector("#c");
renderer = new THREE.WebGLRenderer();
renderer.setSize(c.clientWidth, c.clientHeight);
c.appendChild(renderer.domElement);
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6 changes: 3 additions & 3 deletions webgl/lessons/ru/webgl-fundamentals.md
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Expand Up @@ -133,7 +133,7 @@ WebGL затем может растеризовать различные при

Далее получаем ссылку на него из JavaScript

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");

Теперь мы можем получить объект WebGLRenderingContext - контекст отрисовки WebGL

Expand Down Expand Up @@ -198,8 +198,8 @@ WebGL затем может растеризовать различные при

Теперь создадим 2 шейдера с помощью этой функции

var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
var vertexShaderSource = document.querySelector("#2d-vertex-shader").text;
var fragmentShaderSource = document.querySelector("#2d-fragment-shader").text;

var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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2 changes: 1 addition & 1 deletion webgl/lessons/ru/webgl-resizing-the-canvas.md
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Expand Up @@ -19,7 +19,7 @@ TOC: Изменение размера Canvas в WebGL

JavaScript

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");
canvas.width = 400;
canvas.height = 300;

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2 changes: 1 addition & 1 deletion webgl/lessons/ru/webgl-text-canvas2d.md
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Expand Up @@ -36,7 +36,7 @@ TOC: WebGL текст - Canvas 2D
При инициализации получим ссылку на canvas с текстом и создадим контекст 2D.

// получаем ссылку на canvas с текстом
var textCanvas = document.getElementById("text");
var textCanvas = document.querySelector("#text");

// создаём контекст 2D
var ctx = textCanvas.getContext("2d");
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6 changes: 3 additions & 3 deletions webgl/lessons/ru/webgl-text-html.md
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Expand Up @@ -44,8 +44,8 @@ CSS, чтобы текст расположился сверху.
чтобы в дальнейшем мы могли их менять.

// получаем ссылки на элементы DOM
var timeElement = document.getElementById("time");
var angleElement = document.getElementById("angle");
var timeElement = document.querySelector("#time");
var angleElement = document.querySelector("#angle");

// создаём текстовые узлы, чтобы сэкономить немного браузерного времени
var timeNode = document.createTextNode("");
Expand Down Expand Up @@ -151,7 +151,7 @@ WebGL работает в браузере. Не забывайте исполь
Нам осталось получить ссылку на divcontainer, создать div и добавить его.

// получаем ссылку на divcontainer
var divContainerElement = document.getElementById("divcontainer");
var divContainerElement = document.querySelector("#divcontainer");

// создаём div
var div = document.createElement("div");
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2 changes: 1 addition & 1 deletion webgl/lessons/webgl-2d-vs-3d-library.md
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Expand Up @@ -37,7 +37,7 @@ Here's the code in three.js to display this

<pre class="prettyprint showlinemods">
// Setup WebGL.
var c = document.getElementById("c");
var c = document.querySelector("#c");
renderer = new THREE.WebGLRenderer();
renderer.setSize(c.clientWidth, c.clientHeight);
c.appendChild(renderer.domElement);
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6 changes: 3 additions & 3 deletions webgl/lessons/webgl-fundamentals.md
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Expand Up @@ -139,7 +139,7 @@ First we need an HTML canvas element

Then in JavaScript we can look that up

var canvas = document.getElementById("c");
var canvas = document.querySelector("#c");

Now we can create a WebGLRenderingContext

Expand Down Expand Up @@ -204,8 +204,8 @@ what is happening.

We can now call that function to create the 2 shaders

var vertexShaderSource = document.getElementById("2d-vertex-shader").text;
var fragmentShaderSource = document.getElementById("2d-fragment-shader").text;
var vertexShaderSource = document.querySelector("#2d-vertex-shader").text;
var fragmentShaderSource = document.querySelector("#2d-fragment-shader").text;

var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
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2 changes: 1 addition & 1 deletion webgl/lessons/webgl-instanced-drawing.md
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Expand Up @@ -188,7 +188,7 @@ optional feature of WebGL. It's called
[`ANGLE_instanced_arrays`](https://developer.mozilla.org/en-US/docs/Web/API/ANGLE_instanced_arrays).

```js
const canvas = document.getElementById('canvas');
const canvas = document.querySelector('#canvas');
const gl = canvas.getContext('webgl');
if (!gl) {
return;
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