Webgl / added time and resolution as default uniforms
Also added the `zoom` and `resolution` style operators
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@@ -14,6 +14,8 @@ const VERTEX_SHADER = `
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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attribute float a_test;
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uniform float u_test;
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@@ -28,6 +30,8 @@ const INVALID_VERTEX_SHADER = `
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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bla
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uniform float u_test;
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@@ -18,6 +18,8 @@ uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -59,6 +61,8 @@ uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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uniform float u_myUniform;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -97,6 +101,8 @@ uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -130,6 +136,8 @@ uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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attribute vec2 a_position;
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attribute float a_index;
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@@ -169,6 +177,8 @@ void main(void) {
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expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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@@ -193,6 +203,8 @@ void main(void) {
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expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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uniform float u_myUniform;
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uniform vec2 u_myUniform2;
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varying vec2 v_texCoord;
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@@ -210,6 +222,8 @@ void main(void) {
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expect(builder.getSymbolFragmentShader(true)).to.eql(`precision mediump float;
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uniform float u_time;
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uniform float u_zoom;
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uniform float u_resolution;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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