Use WebGL even with major performance caveat
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-1
@@ -324,7 +324,7 @@ let HAS = false;
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if (typeof window !== 'undefined' && 'WebGLRenderingContext' in window) {
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if (typeof window !== 'undefined' && 'WebGLRenderingContext' in window) {
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try {
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try {
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const canvas = /** @type {HTMLCanvasElement} */ (document.createElement('canvas'));
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const canvas = /** @type {HTMLCanvasElement} */ (document.createElement('canvas'));
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const gl = getContext(canvas, {failIfMajorPerformanceCaveat: true});
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const gl = getContext(canvas);
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if (gl) {
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if (gl) {
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HAS = true;
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HAS = true;
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MAX_TEXTURE_SIZE = /** @type {number} */ (gl.getParameter(gl.MAX_TEXTURE_SIZE));
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MAX_TEXTURE_SIZE = /** @type {number} */ (gl.getParameter(gl.MAX_TEXTURE_SIZE));
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