diff --git a/.gitignore b/.gitignore
index ee1aa36eb..f04d243ba 100644
--- a/.gitignore
+++ b/.gitignore
@@ -3,4 +3,5 @@
node_modules
out
package-lock.json
+webglfundamentals.check.json
diff --git a/README.md b/README.md
index 2b6ea14c3..14dddae2c 100644
--- a/README.md
+++ b/README.md
@@ -1,7 +1,7 @@
WebGL Fundamentals
===================
-This is [a series of lessons or tutorials about WebGL](http://webglfundamentals.org/).
+This is [a series of lessons or tutorials about WebGL](https://webglfundamentals.org/).
Unlike most WebGL lessons these are not based off of OpenGL.
OpenGL is 20 years old. The lessons of OpenGL don't match well with WebGL.
@@ -60,10 +60,10 @@ Current fields are
description: 'Learn WebGL from the ground up. No magic',
// Link to the language root.
- link: 'http://webglfundamentals.org/webgl/lessons/ja', // replace `ja` with country code
+ link: 'https://webglfundamentals.org/webgl/lessons/ja', // replace `ja` with country code
// html that appears after the article and before the comments
- commentSectionHeader: '
\n ',
+ commentSectionHeader: '\n ',
// markdown that appears for untranslated articles
missing: "Sorry this article has not been translated yet. [Translations Welcome](https://github.com/gfxfundamentals/webgl-fundamentals)! 😄\n\n[Here's the original English article for now]({{{origLink}}}).",
@@ -159,7 +159,7 @@ Which means you can localize the labels like this
For testing reference the sample directly in your browser. For example
-[`http://localhost:8080/webgl/lessons/resources/directional-lighting.html?lightDir=光線方向&surface1=オブジェクト&surface2=表面方向&dot=dot(光線反対方向,表面方向)%20%3D%20&ui-rotation=角度`](http://webglfundamentals.org/webgl/lessons/resources/directional-lighting.html?lightDir=光線方向&surface1=オブジェクト&surface2=表面方向&dot=dot(光線反対方向,表面方向)%20%3D%20&ui-rotation=角度)
+[`http://localhost:8080/webgl/lessons/resources/directional-lighting.html?lightDir=光線方向&surface1=オブジェクト&surface2=表面方向&dot=dot(光線反対方向,表面方向)%20%3D%20&ui-rotation=角度`](https://webglfundamentals.org/webgl/lessons/resources/directional-lighting.html?lightDir=光線方向&surface1=オブジェクト&surface2=表面方向&dot=dot(光線反対方向,表面方向)%20%3D%20&ui-rotation=角度)
### To build
diff --git a/contributors.md b/contributors.md
index f7f0f9f06..92820435d 100644
--- a/contributors.md
+++ b/contributors.md
@@ -3,6 +3,6 @@ WebGLFundamentals.org Contributors
WebGLFundamentals is brought to you by:
-* Gregg (Greggman) Tavares [games.greggman.com](http://games.greggman.com)
+* Gregg (Greggman) Tavares [games.greggman.com](https://games.greggman.com)
diff --git a/docs.md b/docs.md
index 0a55c46f0..572795fde 100644
--- a/docs.md
+++ b/docs.md
@@ -2,7 +2,7 @@ WebGLFundamentals API Docs
==========================
These docs are an attempt to help explain some of the helper functions
-used in the articles on [webglfundamentals.org](http://webglfundamentals.org).
+used in the articles on [webglfundamentals.org](https://webglfundamentals.org).
WebGL is a very low-level API and so using it is very verbose. To draw a simple
lighted cube can easily require 50-100 WebGL calls. Calls to create buffers
@@ -29,7 +29,7 @@ for common shapes like spheres, cubes, planes, cones, etc can be found here](/do
#JSDoc3 Plea
-These docs are generated with [JSDoc3](http://usejsdoc.org/). I find them very confusing to look at
+These docs are generated with [JSDoc3](https://usejsdoc.org/). I find them very confusing to look at
and in some places frustratingly verbose. If you have any experience with JSDoc3 and know how to
make the docs more approachable and useful please [submit a pull request](https://github.com/gfxfundamentals/webgl-fundamentals)
or [file an issue with details](https://github.com/gfxfundamentals/webgl-fundamentals/issues).
diff --git a/robots.txt b/robots.txt
index d2575ff8e..e690c32aa 100644
--- a/robots.txt
+++ b/robots.txt
@@ -1,3 +1,3 @@
-Sitemap: http://webglfundamentals.org/sitemap.xml
+Sitemap: https://webglfundamentals.org/sitemap.xml
diff --git a/webgl/frustum-diagram.html b/webgl/frustum-diagram.html
index 2bf0a28f4..c91ec2b54 100644
--- a/webgl/frustum-diagram.html
+++ b/webgl/frustum-diagram.html
@@ -80,8 +80,8 @@
diff --git a/webgl/glyph-texture-atlas-maker.html b/webgl/glyph-texture-atlas-maker.html
index be6c699f0..577825478 100644
--- a/webgl/glyph-texture-atlas-maker.html
+++ b/webgl/glyph-texture-atlas-maker.html
@@ -19,8 +19,8 @@
diff --git a/webgl/lessons/fr/langinfo.hanson b/webgl/lessons/fr/langinfo.hanson
index d14f72864..a02a46382 100644
--- a/webgl/lessons/fr/langinfo.hanson
+++ b/webgl/lessons/fr/langinfo.hanson
@@ -4,8 +4,8 @@
defaultExampleCaption: "Cliquer ici pour ouvrir dans une nouvelle fenêtre",
title: 'WebGL - Les bases',
description: 'Les bases de WebGL. Sans magie.',
- link: 'http://webglfundamentals.org/webgl/lessons/fr',
- commentSectionHeader: '\n ',
+ link: 'https://webglfundamentals.org/webgl/lessons/fr',
+ commentSectionHeader: '\n ',
missing: "Sorry this article has not been translated yet. [Translations Welcome](https://github.com/gfxfundamentals/webgl-fundamentals)! 😄\n\n[Here's the original English article for now]({{{origLink}}}).",
toc: 'Table des Matières',
categoryMapping: {
diff --git a/webgl/lessons/fr/toc.html b/webgl/lessons/fr/toc.html
index fe420aca8..6cde6e321 100644
--- a/webgl/lessons/fr/toc.html
+++ b/webgl/lessons/fr/toc.html
@@ -1,6 +1,6 @@
{{{tocHtml}}}
\ No newline at end of file
diff --git a/webgl/lessons/fr/webgl-3d-perspective.md b/webgl/lessons/fr/webgl-3d-perspective.md
index 46442343a..dec626f23 100644
--- a/webgl/lessons/fr/webgl-3d-perspective.md
+++ b/webgl/lessons/fr/webgl-3d-perspective.md
@@ -282,7 +282,7 @@ Mais il reste quelques soucis. Si on met Z à -100 on se retrouve avec quelque c
Quest-ce qu'il se passe ? Pourquoi le F disparaît ? Tout comme WebGL tronque le X et le Y au-delà de -1 et +1 il tronque aussi le Z.
Ce qu'on voit c'est le Z < -1.
-Je pourrais entrer dans les détails pour résoudre ça mais [vous pouvez déduire la solution](http://stackoverflow.com/a/28301213/128511) comme on l'a fait dans les projections 2D. On a besoin de prendre Z, ajouter du déplacement et du changement d'échelle, et on peut ajuster tout ce qu'on veut entre -1 et +1.
+Je pourrais entrer dans les détails pour résoudre ça mais [vous pouvez déduire la solution](https://stackoverflow.com/a/28301213/128511) comme on l'a fait dans les projections 2D. On a besoin de prendre Z, ajouter du déplacement et du changement d'échelle, et on peut ajuster tout ce qu'on veut entre -1 et +1.
Ce qui est génial c'est que tout ça peut être fusionné dans une seule matrice ! Mieux, plutôt qu'un 'facteur de fuite' on va plutôt prendre en entrée l'angle du champ de vision désiré et calculer le reste à partir de ça.
diff --git a/webgl/lessons/fr/webgl-fundamentals.md b/webgl/lessons/fr/webgl-fundamentals.md
index 25c06b5eb..706bf302d 100644
--- a/webgl/lessons/fr/webgl-fundamentals.md
+++ b/webgl/lessons/fr/webgl-fundamentals.md
@@ -80,7 +80,7 @@ Pour de la 2D on travaillera plutôt en pixels qu'en espace de projection, donc
pouvoir fournir des rectangles en pixels et les faire convertir en espace de projection à notre place.
Voici le nouveau shader de vertex
-
-
- ` 태그 쌍을 추가해서 외부 스크립트를 참조할 수 있습니다.
@@ -26,7 +26,7 @@ WebGL은 이미지를 로딩하는데 Canvas2D보다 더 강력한 제한이 있
## 작고 간단한 웹 서버 사용하기
다음으로 작은 웹 서버 하나를 설치해야 합니다.
-"웹 서버"라는 말이 무섭게 들릴 수도 있지만 [사실 웹 서버는 굉장히 간단합니다](http://games.greggman.com/game/saving-and-loading-files-in-a-web-page/).
+"웹 서버"라는 말이 무섭게 들릴 수도 있지만 [사실 웹 서버는 굉장히 간단합니다](https://games.greggman.com/game/saving-and-loading-files-in-a-web-page/).
여기 [Servez](https://greggman.github.io/servez)라는 매우 간단한 인터페이스가 있습니다.
diff --git a/webgl/lessons/langinfo.hanson b/webgl/lessons/langinfo.hanson
index 6bce9e9f2..a669a72ca 100644
--- a/webgl/lessons/langinfo.hanson
+++ b/webgl/lessons/langinfo.hanson
@@ -4,10 +4,10 @@
defaultExampleCaption: "click here to open in a separate window",
title: 'WebGL Fundamentals',
description: 'Learn WebGL from the ground up. No magic',
- link: 'http://webglfundamentals.org/',
+ link: 'https://webglfundamentals.org/',
commentSectionHeader: `
-
-
+
+
diff --git a/webgl/lessons/pl/langinfo.hanson b/webgl/lessons/pl/langinfo.hanson
index bf87c31aa..e97858f99 100644
--- a/webgl/lessons/pl/langinfo.hanson
+++ b/webgl/lessons/pl/langinfo.hanson
@@ -4,8 +4,8 @@
defaultExampleCaption: "Kliknij tutaj by otworzyć w nowym oknie",
title: 'Podstawy WebGL',
description: 'Naucz się WebGL od podstaw. Bez magii.',
- link: 'http://webglfundamentals.org/webgl/lessons/pl',
- commentSectionHeader: '\n ',
+ link: 'https://webglfundamentals.org/webgl/lessons/pl',
+ commentSectionHeader: '\n ',
missing: "Sorry this article has not been translated yet. [Translations Welcome](https://github.com/gfxfundamentals/webgl-fundamentals)! 😄\n\n[Here's the original English article for now]({{{origLink}}}).",
toc: 'Spis Treści',
categoryMapping: {
diff --git a/webgl/lessons/pl/toc.html b/webgl/lessons/pl/toc.html
index 24dbe92c4..058e2752f 100644
--- a/webgl/lessons/pl/toc.html
+++ b/webgl/lessons/pl/toc.html
@@ -1,6 +1,6 @@
{{{tocHtml}}}
\ No newline at end of file
diff --git a/webgl/lessons/pl/webgl-2d-rotation.md b/webgl/lessons/pl/webgl-2d-rotation.md
index ac36a974d..7f00b33b5 100644
--- a/webgl/lessons/pl/webgl-2d-rotation.md
+++ b/webgl/lessons/pl/webgl-2d-rotation.md
@@ -22,7 +22,7 @@ Będziemy mnożyć przez współrzędne X i Y punktu na okręgu jednostkowym geo
Poniżej są aktualizacje wymagane dla naszego cieniowania.
-<script id="2d-vertex-shader" type="x-shader/x-vertex">
+<script id="vertex-shader-2d" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
diff --git a/webgl/lessons/pl/webgl-2d-translation.md b/webgl/lessons/pl/webgl-2d-translation.md
index 50728e83b..9bb42d4dd 100644
--- a/webgl/lessons/pl/webgl-2d-translation.md
+++ b/webgl/lessons/pl/webgl-2d-translation.md
@@ -88,7 +88,7 @@ Istnieje prostsza droga. Zwyczajnie wgrać tą geometrię i wykonać przesunięc
Oto nowe cieniowanie:
-<script id="2d-vertex-shader" type="x-shader/x-vertex">
+<script id="vertex-shader-2d" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
diff --git a/webgl/lessons/pl/webgl-fundamentals.md b/webgl/lessons/pl/webgl-fundamentals.md
index 850182fd1..4d7d119cd 100644
--- a/webgl/lessons/pl/webgl-fundamentals.md
+++ b/webgl/lessons/pl/webgl-fundamentals.md
@@ -23,7 +23,7 @@ jest Twoje płótno. Poniżej jest prosty przykład pokazujący WebGL w jego naj
var gl = canvas.getContext("experimental-webgl");
// skonfiguruj program GLSL
- var program = createProgramFromScripts(gl, ["2d-vertex-shader", "2d-fragment-shader"]);
+ var program = createProgramFromScripts(gl, ["vertex-shader-2d", "fragment-shader-2d"]);
gl.useProgram(program);
// sprawdź pozycję wierzchołków.
@@ -51,7 +51,7 @@ jest Twoje płótno. Poniżej jest prosty przykład pokazujący WebGL w jego naj
Poniżej są oba cieniowania
-
-
diff --git a/webgl/lessons/resources/3d-in-webgl.html b/webgl/lessons/resources/3d-in-webgl.html
index ee36af65b..23e108cdf 100644
--- a/webgl/lessons/resources/3d-in-webgl.html
+++ b/webgl/lessons/resources/3d-in-webgl.html
@@ -13,7 +13,7 @@ 3D in WebGL
compare to 3D in Canvas