尝试解决Sublime Text启动即卡死、白屏无响应问题

发布时间 2023-07-26 23:45:57作者: DriOgon

最近在使用Sublime Text时发现启动时会卡死将近1-2分钟,一两次可还行,但次次都出现这个问题真的忍不了辣!!等得我要摔电脑辣!!(bushi

 

1.问题的产生

在Sublime中按下 Ctrl + ~ 开启控制台界面见下图:

 

我们可以看见其他插件正常加载(reloading),但我的1self这个插件出现了报错,(合理推测)初始化启动时间过长,出现卡死问题

(小伙伴们可能还会出现其他插件的报错,请自行查看

2.接下来进入解决环节(正片开始?————移除报错插件)

在Sublime中根据下图找到Package Control并打开

 

输入remove,点击Remove Package 

 

在出现的搜索框内查找报错插件1self(或其他),点击即移除。

 

关闭Sublime再启动,我们就可以享受德芙般丝滑的Sublime辣!

好了,话不多说。

Sublime 启动!!!???

 

<!DOCTYPE html><html><head><title>櫻花飄落</title><style type="text/css" media="screen">/*Sakura animation using WebGL. No images are used. The framerate might be slow or the demo might not play at all in some older systems so you can watch this video: http://www.screenr.com/BFZ8. Let me make it clear that I did not make this and just thought is was very cool and wanted to share it.*/ body {    padding:0;    margin:0;    overflow:hidden;  height: 600px;}canvas {    padding:0;    margin:0;}div.btnbg {    position:fixed;    left:0;    top:0;    box-shadow: 0px 0px 15px #ccc;}div.btnbg:hover{    text-shadow: 0px 0px 3px #ccc;    box-shadow: 0px 0px 20px #ccc;} </style><script id="sakura_point_vsh" type="x-shader/x_vertex">uniform mat4 uProjection;uniform mat4 uModelview;uniform vec3 uResolution;uniform vec3 uOffset;uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade start attribute vec3 aPosition;attribute vec3 aEuler;attribute vec2 aMisc; //x:size, y:fade varying vec3 pposition;varying float psize;varying float palpha;varying float pdist; //varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal; varying float diffuse;varying float specular;varying float rstop;varying float distancefade; void main(void) {    // Projection is based on vertical angle    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);    gl_Position = uProjection * pos;    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;        pposition = pos.xyz;    psize = aMisc.x;    pdist = length(pos.xyz);    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);        vec3 elrsn = sin(aEuler);    vec3 elrcs = cos(aEuler);    mat3 rotx = mat3(        1.0, 0.0, 0.0,        0.0, elrcs.x, elrsn.x,        0.0, -elrsn.x, elrcs.x    );    mat3 roty = mat3(        elrcs.y, 0.0, -elrsn.y,        0.0, 1.0, 0.0,        elrsn.y, 0.0, elrcs.y    );    mat3 rotz = mat3(        elrcs.z, elrsn.z, 0.0,         -elrsn.z, elrcs.z, 0.0,        0.0, 0.0, 1.0    );    mat3 rotmat = rotx * roty * rotz;    normal = rotmat[2];        mat3 trrotm = mat3(        rotmat[0][0], rotmat[1][0], rotmat[2][0],        rotmat[0][1], rotmat[1][1], rotmat[2][1],        rotmat[0][2], rotmat[1][2], rotmat[2][2]    );    normX = trrotm[0];    normY = trrotm[1];    normZ = trrotm[2];        const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);        float tmpdfs = dot(lit, normal);    if(tmpdfs < 0.0) {        normal = -normal;        tmpdfs = dot(lit, normal);    }    diffuse = 0.4 + tmpdfs;        vec3 eyev = normalize(-pos.xyz);    if(dot(eyev, normal) > 0.0) {        vec3 hv = normalize(eyev + lit);        specular = pow(max(dot(hv, normal), 0.0), 20.0);    }    else {        specular = 0.0;    }        rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);    rstop = pow(rstop, 0.5);    //-0.69315 = ln(0.5)    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));}</script><script id="sakura_point_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endif uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radiusuniform vec3 uFade; //x:start distance, y:half distance, z:near fade start const vec3 fadeCol = vec3(0.08, 0.03, 0.06); varying vec3 pposition;varying float psize;varying float palpha;varying float pdist; //varying mat3 rotMat;varying vec3 normX;varying vec3 normY;varying vec3 normZ;varying vec3 normal; varying float diffuse;varying float specular;varying float rstop;varying float distancefade; float ellipse(vec2 p, vec2 o, vec2 r) {    vec2 lp = (p - o) / r;    return length(lp) - 1.0;} void main(void) {    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;    vec3 d = vec3(0.0, 0.0, -1.0);    float nd = normZ.z; //dot(-normZ, d);    if(abs(nd) < 0.0001) discard;        float np = dot(normZ, p);    vec3 tp = p + d * np / nd;    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));        //angle = 15 degree    const float flwrsn = 0.258819045102521;    const float flwrcs = 0.965925826289068;    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;        float r;    if(flwrp.x < 0.0) {        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);    }    else {        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);    }        if(r > rstop) discard;        vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));    col *= vec3(1.0, grady, grady);    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));    col = col * diffuse + specular;        col = mix(fadeCol, col, distancefade);        float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;    alpha = smoothstep(0.0, 1.0, alpha) * palpha;        gl_FragColor = vec4(col * 0.5, alpha);}</script><!-- effects --><script id="fx_common_vsh" type="x-shader/x_vertex">uniform vec3 uResolution;attribute vec2 aPosition; varying vec2 texCoord;varying vec2 screenCoord; void main(void) {    gl_Position = vec4(aPosition, 0.0, 1.0);    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);}</script><script id="bg_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endif uniform vec2 uTimes; varying vec2 texCoord;varying vec2 screenCoord; void main(void) {    vec3 col;    float c;    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);    c = exp(-pow(length(tmpv) * 1.8, 2.0));    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);    gl_FragColor = vec4(col * 0.5, 1.0);}</script><script id="fx_brightbuf_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta; varying vec2 texCoord;varying vec2 screenCoord; void main(void) {    vec4 col = texture2D(uSrc, texCoord);    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);}</script><script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta;uniform vec4 uBlurDir; //dir(x, y), stride(z, w) varying vec2 texCoord;varying vec2 screenCoord; void main(void) {    vec4 col = texture2D(uSrc, texCoord);    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);    gl_FragColor = col / 5.0;}</script><!-- effect fragment shader template --><script id="fx_common_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform vec2 uDelta; varying vec2 texCoord;varying vec2 screenCoord; void main(void) {    gl_FragColor = texture2D(uSrc, texCoord);}</script><!-- post processing --><script id="pp_final_vsh" type="x-shader/x_vertex">uniform vec3 uResolution;attribute vec2 aPosition;varying vec2 texCoord;varying vec2 screenCoord;void main(void) {    gl_Position = vec4(aPosition, 0.0, 1.0);    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);}</script><script id="pp_final_fsh" type="x-shader/x_fragment">#ifdef GL_ES//precision mediump float;precision highp float;#endifuniform sampler2D uSrc;uniform sampler2D uBloom;uniform vec2 uDelta;varying vec2 texCoord;varying vec2 screenCoord;void main(void) {    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;    vec4 bloomcol = texture2D(uBloom, texCoord);    vec4 col;    col = srccol + bloomcol * (vec4(1.0) + srccol);    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)        gl_FragColor = vec4(col.rgb, 1.0);    gl_FragColor.a = 1.0;}</script><script>// Utilitiesvar Vector3 = {};var Matrix44 = {};Vector3.create = function(x, y, z) {    return {'x':x, 'y':y, 'z':z};};Vector3.dot = function (v0, v1) {    return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;};Vector3.cross = function (v, v0, v1) {    v.x = v0.y * v1.z - v0.z * v1.y;    v.y = v0.z * v1.x - v0.x * v1.z;    v.z = v0.x * v1.y - v0.y * v1.x;};Vector3.normalize = function (v) {    var l = v.x * v.x + v.y * v.y + v.z * v.z;    if(l > 0.00001) {        l = 1.0 / Math.sqrt(l);        v.x *= l;        v.y *= l;        v.z *= l;    }};Vector3.arrayForm = function(v) {    if(v.array) {        v.array[0] = v.x;        v.array[1] = v.y;        v.array[2] = v.z;    }    else {        v.array = new Float32Array([v.x, v.y, v.z]);    }    return v.array;};Matrix44.createIdentity = function () {    return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);};Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {    var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;    var w = h * aspect;        m[0] = 2.0 * near / w;    m[1] = 0.0;    m[2] = 0.0;    m[3] = 0.0;        m[4] = 0.0;    m[5] = 2.0 * near / h;    m[6] = 0.0;    m[7] = 0.0;        m[8] = 0.0;    m[9] = 0.0;    m[10] = -(far + near) / (far - near);    m[11] = -1.0;        m[12] = 0.0;    m[13] = 0.0;    m[14] = -2.0 * far * near / (far - near);    m[15] = 0.0;};Matrix44.loadLookAt = function (m, vpos, vlook, vup) {    var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);    Vector3.normalize(frontv);    var sidev = Vector3.create(1.0, 0.0, 0.0);    Vector3.cross(sidev, vup, frontv);    Vector3.normalize(sidev);    var topv = Vector3.create(1.0, 0.0, 0.0);    Vector3.cross(topv, frontv, sidev);    Vector3.normalize(topv);        m[0] = sidev.x;    m[1] = topv.x;    m[2] = frontv.x;    m[3] = 0.0;        m[4] = sidev.y;    m[5] = topv.y;    m[6] = frontv.y;    m[7] = 0.0;        m[8] = sidev.z;    m[9] = topv.z;    m[10] = frontv.z;    m[11] = 0.0;        m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);    m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);    m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);    m[15] = 1.0;}; //var timeInfo = {    'start':0, 'prev':0, // Date    'delta':0, 'elapsed':0 // Number(sec)}; //var gl;var renderSpec = {    'width':0,    'height':0,    'aspect':1,    'array':new Float32Array(3),    'halfWidth':0,    'halfHeight':0,    'halfArray':new Float32Array(3)    // and some render targets. see setViewport()};renderSpec.setSize = function(w, h) {    renderSpec.width = w;    renderSpec.height = h;    renderSpec.aspect = renderSpec.width / renderSpec.height;    renderSpec.array[0] = renderSpec.width;    renderSpec.array[1] = renderSpec.height;    renderSpec.array[2] = renderSpec.aspect;        renderSpec.halfWidth = Math.floor(w / 2);    renderSpec.halfHeight = Math.floor(h / 2);    renderSpec.halfArray[0] = renderSpec.halfWidth;    renderSpec.halfArray[1] = renderSpec.halfHeight;    renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;}; function deleteRenderTarget(rt) {    gl.deleteFramebuffer(rt.frameBuffer);    gl.deleteRenderbuffer(rt.renderBuffer);    gl.deleteTexture(rt.texture);} function createRenderTarget(w, h) {    var ret = {        'width':w,        'height':h,        'sizeArray':new Float32Array([w, h, w / h]),        'dtxArray':new Float32Array([1.0 / w, 1.0 / h])    };    ret.frameBuffer = gl.createFramebuffer();    ret.renderBuffer = gl.createRenderbuffer();    ret.texture = gl.createTexture();        gl.bindTexture(gl.TEXTURE_2D, ret.texture);    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);        gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);        gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);        gl.bindTexture(gl.TEXTURE_2D, null);    gl.bindRenderbuffer(gl.RENDERBUFFER, null);    gl.bindFramebuffer(gl.FRAMEBUFFER, null);        return ret;} function compileShader(shtype, shsrc) {var retsh = gl.createShader(shtype);gl.shaderSource(retsh, shsrc);gl.compileShader(retsh);if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {var errlog = gl.getShaderInfoLog(retsh);gl.deleteShader(retsh);console.error(errlog);return null;}return retsh;} function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {    var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);    var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);        if(vsh == null || fsh == null) {        return null;    }        var prog = gl.createProgram();    gl.attachShader(prog, vsh);    gl.attachShader(prog, fsh);        gl.deleteShader(vsh);    gl.deleteShader(fsh);        gl.linkProgram(prog);    if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {        var errlog = gl.getProgramInfoLog(prog);        console.error(errlog);        return null;    }        if(uniformlist) {        prog.uniforms = {};        for(var i = 0; i < uniformlist.length; i++) {            prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);        }    }        if(attrlist) {        prog.attributes = {};        for(var i = 0; i < attrlist.length; i++) {            var attr = attrlist[i];            prog.attributes[attr] = gl.getAttribLocation(prog, attr);        }    }        return prog;} function useShader(prog) {    gl.useProgram(prog);    for(var attr in prog.attributes) {        gl.enableVertexAttribArray(prog.attributes[attr]);;    }} function unuseShader(prog) {    for(var attr in prog.attributes) {        gl.disableVertexAttribArray(prog.attributes[attr]);;    }    gl.useProgram(null);} /var projection = {    'angle':60,    'nearfar':new Float32Array([0.1, 100.0]),    'matrix':Matrix44.createIdentity()};var camera = {    'position':Vector3.create(0, 0, 100),    'lookat':Vector3.create(0, 0, 0),    'up':Vector3.create(0, 1, 0),    'dof':Vector3.create(10.0, 4.0, 8.0),    'matrix':Matrix44.createIdentity()}; var pointFlower = {};var meshFlower = {};var sceneStandBy = false; var BlossomParticle = function () {    this.velocity = new Array(3);    this.rotation = new Array(3);    this.position = new Array(3);    this.euler = new Array(3);    this.size = 1.0;    this.alpha = 1.0;    this.zkey = 0.0;}; BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {    this.velocity[0] = vx;    this.velocity[1] = vy;    this.velocity[2] = vz;}; BlossomParticle.prototype.setRotation = function (rx, ry, rz) {    this.rotation[0] = rx;    this.rotation[1] = ry;    this.rotation[2] = rz;}; BlossomParticle.prototype.setPosition = function (nx, ny, nz) {    this.position[0] = nx;    this.position[1] = ny;    this.position[2] = nz;}; BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {    this.euler[0] = rx;    this.euler[1] = ry;    this.euler[2] = rz;}; BlossomParticle.prototype.setSize = function (s) {    this.size = s;}; BlossomParticle.prototype.update = function (dt, et) {    this.position[0] += this.velocity[0] * dt;    this.position[1] += this.velocity[1] * dt;    this.position[2] += this.velocity[2] * dt;        this.euler[0] += this.rotation[0] * dt;    this.euler[1] += this.rotation[1] * dt;    this.euler[2] += this.rotation[2] * dt;}; function createPointFlowers() {    // get point sizes    var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);    renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};        var vtxsrc = document.getElementById("sakura_point_vsh").textContent;    var frgsrc = document.getElementById("sakura_point_fsh").textContent;        pointFlower.program = createShader(        vtxsrc, frgsrc,        ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],        ['aPosition', 'aEuler', 'aMisc']    );        useShader(pointFlower.program);    pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);    pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);        // paramerters: velocity[3], rotate[3]    pointFlower.numFlowers = 1600;    pointFlower.particles = new Array(pointFlower.numFlowers);    // vertex attributes {position[3], euler_xyz[3], size[1]}    pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));    pointFlower.positionArrayOffset = 0;    pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;    pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;        pointFlower.buffer = gl.createBuffer();    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);    gl.bindBuffer(gl.ARRAY_BUFFER, null);        unuseShader(pointFlower.program);        for(var i = 0; i < pointFlower.numFlowers; i++) {        pointFlower.particles[i] = new BlossomParticle();    }} function initPointFlowers() {    //area    pointFlower.area = Vector3.create(20.0, 20.0, 20.0);    pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;        pointFlower.fader.x = 10.0; //env fade start    pointFlower.fader.y = pointFlower.area.z; //env fade half    pointFlower.fader.z = 0.1;  //near fade start        //particles    var PI2 = Math.PI * 2.0;    var tmpv3 = Vector3.create(0, 0, 0);    var tmpv = 0;    var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};    for(var i = 0; i < pointFlower.numFlowers; i++) {        var tmpprtcl = pointFlower.particles[i];                //velocity        tmpv3.x = symmetryrand() * 0.3 + 0.8;        tmpv3.y = symmetryrand() * 0.2 - 1.0;        tmpv3.z = symmetryrand() * 0.3 + 0.5;        Vector3.normalize(tmpv3);        tmpv = 2.0 + Math.random() * 1.0;        tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);                //rotation        tmpprtcl.setRotation(            symmetryrand() * PI2 * 0.5,            symmetryrand() * PI2 * 0.5,            symmetryrand() * PI2 * 0.5        );                //position        tmpprtcl.setPosition(            symmetryrand() * pointFlower.area.x,            symmetryrand() * pointFlower.area.y,            symmetryrand() * pointFlower.area.z        );                //euler        tmpprtcl.setEulerAngles(            Math.random() * Math.PI * 2.0,            Math.random() * Math.PI * 2.0,            Math.random() * Math.PI * 2.0        );                //size        tmpprtcl.setSize(0.9 + Math.random() * 0.1);    }} function renderPointFlowers() {    //update    var PI2 = Math.PI * 2.0;    var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];    var repeatPos = function (prt, cmp, limit) {        if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {            //out of area            if(prt.position[cmp] > 0) {                prt.position[cmp] -= limit * 2.0;            }            else {                prt.position[cmp] += limit * 2.0;            }        }    };    var repeatEuler = function (prt, cmp) {        prt.euler[cmp] = prt.euler[cmp] % PI2;        if(prt.euler[cmp] < 0.0) {            prt.euler[cmp] += PI2;        }    };        for(var i = 0; i < pointFlower.numFlowers; i++) {        var prtcl = pointFlower.particles[i];        prtcl.update(timeInfo.delta, timeInfo.elapsed);        repeatPos(prtcl, 0, pointFlower.area.x);        repeatPos(prtcl, 1, pointFlower.area.y);        repeatPos(prtcl, 2, pointFlower.area.z);        repeatEuler(prtcl, 0);        repeatEuler(prtcl, 1);        repeatEuler(prtcl, 2);                prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;                prtcl.zkey = (camera.matrix[2] * prtcl.position[0]                    + camera.matrix[6] * prtcl.position[1]                    + camera.matrix[10] * prtcl.position[2]                    + camera.matrix[14]);    }        // sort    pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});        // update data    var ipos = pointFlower.positionArrayOffset;    var ieuler = pointFlower.eulerArrayOffset;    var imisc = pointFlower.miscArrayOffset;    for(var i = 0; i < pointFlower.numFlowers; i++) {        var prtcl = pointFlower.particles[i];        pointFlower.dataArray[ipos] = prtcl.position[0];        pointFlower.dataArray[ipos + 1] = prtcl.position[1];        pointFlower.dataArray[ipos + 2] = prtcl.position[2];        ipos += 3;        pointFlower.dataArray[ieuler] = prtcl.euler[0];        pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];        pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];        ieuler += 3;        pointFlower.dataArray[imisc] = prtcl.size;        pointFlower.dataArray[imisc + 1] = prtcl.alpha;        imisc += 2;    }        //draw    gl.enable(gl.BLEND);    //gl.disable(gl.DEPTH_TEST);    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);        var prog = pointFlower.program;    useShader(prog);        gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);    gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);    gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));    gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);        gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);    gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);    gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);        // doubler    for(var i = 1; i < 2; i++) {        var zpos = i * -2.0;        pointFlower.offset[0] = pointFlower.area.x * -1.0;        pointFlower.offset[1] = pointFlower.area.y * -1.0;        pointFlower.offset[2] = pointFlower.area.z * zpos;        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);                pointFlower.offset[0] = pointFlower.area.x * -1.0;        pointFlower.offset[1] = pointFlower.area.y *  1.0;        pointFlower.offset[2] = pointFlower.area.z * zpos;        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);                pointFlower.offset[0] = pointFlower.area.x *  1.0;        pointFlower.offset[1] = pointFlower.area.y * -1.0;        pointFlower.offset[2] = pointFlower.area.z * zpos;        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);                pointFlower.offset[0] = pointFlower.area.x *  1.0;        pointFlower.offset[1] = pointFlower.area.y *  1.0;        pointFlower.offset[2] = pointFlower.area.z * zpos;        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);    }        //main    pointFlower.offset[0] = 0.0;    pointFlower.offset[1] = 0.0;    pointFlower.offset[2] = 0.0;    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);        gl.bindBuffer(gl.ARRAY_BUFFER, null);    unuseShader(prog);        gl.enable(gl.DEPTH_TEST);    gl.disable(gl.BLEND);} // effects//common utilfunction createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {    var ret = {};    var unifs = ['uResolution', 'uSrc', 'uDelta'];    if(exunifs) {        unifs = unifs.concat(exunifs);    }    var attrs = ['aPosition'];    if(exattrs) {        attrs = attrs.concat(exattrs);    }        ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);    useShader(ret.program);        ret.dataArray = new Float32Array([        -1.0, -1.0,         1.0, -1.0,        -1.0,  1.0,         1.0,  1.0    ]);    ret.buffer = gl.createBuffer();    gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);    gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);        gl.bindBuffer(gl.ARRAY_BUFFER, null);    unuseShader(ret.program);        return ret;} // basic usage// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize// gl.uniform**(...); //additional uniforms// drawEffect()// unuseEffect(prog)// TEXTURE0 makes srcfunction useEffect(fxobj, srctex) {    var prog = fxobj.program;    useShader(prog);    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);        if(srctex != null) {        gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);        gl.uniform1i(prog.uniforms.uSrc, 0);                gl.activeTexture(gl.TEXTURE0);        gl.bindTexture(gl.TEXTURE_2D, srctex.texture);    }}function drawEffect(fxobj) {    gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);    gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);}function unuseEffect(fxobj) {    unuseShader(fxobj.program);} var effectLib = {};function createEffectLib() {        var vtxsrc, frgsrc;    //common    var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;        //background    frgsrc = document.getElementById("bg_fsh").textContent;    effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);        // make brightpixels buffer    frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;    effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);        // direction blur    frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;    effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);        //final composite    vtxsrc = document.getElementById("pp_final_vsh").textContent;    frgsrc = document.getElementById("pp_final_fsh").textContent;    effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);} // backgroundfunction createBackground() {    //console.log("create background");}function initBackground() {    //console.log("init background");}function renderBackground() {    gl.disable(gl.DEPTH_TEST);        useEffect(effectLib.sceneBg, null);    gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);    drawEffect(effectLib.sceneBg);    unuseEffect(effectLib.sceneBg);        gl.enable(gl.DEPTH_TEST);} // post processvar postProcess = {};function createPostProcess() {    //console.log("create post process");}function initPostProcess() {    //console.log("init post process");} function renderPostProcess() {    gl.enable(gl.TEXTURE_2D);    gl.disable(gl.DEPTH_TEST);    var bindRT = function (rt, isclear) {        gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);        gl.viewport(0, 0, rt.width, rt.height);        if(isclear) {            gl.clearColor(0, 0, 0, 0);            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);        }    };        //make bright buff    bindRT(renderSpec.wHalfRT0, true);    useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);    drawEffect(effectLib.mkBrightBuf);    unuseEffect(effectLib.mkBrightBuf);        // make bloom    for(var i = 0; i < 2; i++) {        var p = 1.5 + 1 * i;        var s = 2.0 + 1 * i;        bindRT(renderSpec.wHalfRT1, true);        useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);        drawEffect(effectLib.dirBlur);        unuseEffect(effectLib.dirBlur);                bindRT(renderSpec.wHalfRT0, true);        useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);        drawEffect(effectLib.dirBlur);        unuseEffect(effectLib.dirBlur);    }        //display    gl.bindFramebuffer(gl.FRAMEBUFFER, null);    gl.viewport(0, 0, renderSpec.width, renderSpec.height);    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);        useEffect(effectLib.finalComp, renderSpec.mainRT);    gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);    gl.activeTexture(gl.TEXTURE1);    gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);    drawEffect(effectLib.finalComp);    unuseEffect(effectLib.finalComp);        gl.enable(gl.DEPTH_TEST);} /var SceneEnv = {};function createScene() {    createEffectLib();    createBackground();    createPointFlowers();    createPostProcess();    sceneStandBy = true;} function initScene() {    initBackground();    initPointFlowers();    initPostProcess();        //camera.position.z = 17.320508;    camera.position.z = pointFlower.area.z + projection.nearfar[0];    projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;    Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);} function renderScene() {    //draw    Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);        gl.enable(gl.DEPTH_TEST);        //gl.bindFramebuffer(gl.FRAMEBUFFER, null);    gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);    gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);    gl.clearColor(0.005, 0, 0.05, 0);    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);        renderBackground();    renderPointFlowers();    renderPostProcess();} /function onResize(e) {    makeCanvasFullScreen(document.getElementById("sakura"));    setViewports();    if(sceneStandBy) {        initScene();    }} function setViewports() {    renderSpec.setSize(gl.canvas.width, gl.canvas.height);        gl.clearColor(0.2, 0.2, 0.5, 1.0);    gl.viewport(0, 0, renderSpec.width, renderSpec.height);        var rtfunc = function (rtname, rtw, rth) {        var rt = renderSpec[rtname];        if(rt) deleteRenderTarget(rt);        renderSpec[rtname] = createRenderTarget(rtw, rth);    };    rtfunc('mainRT', renderSpec.width, renderSpec.height);    rtfunc('wFullRT0', renderSpec.width, renderSpec.height);    rtfunc('wFullRT1', renderSpec.width, renderSpec.height);    rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);    rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);} function render() {    renderScene();} var animating = true;function toggleAnimation(elm) {    animating ^= true;    if(animating) animate();    if(elm) {        elm.innerHTML = animating? "Stop":"Start";    }} function stepAnimation() {    if(!animating) animate();} function animate() {    var curdate = new Date();    timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;    timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;    timeInfo.prev = curdate;        if(animating) requestAnimationFrame(animate);    render();} function makeCanvasFullScreen(canvas) {    var b = document.body;var d = document.documentElement;fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);canvas.width = fullw;canvas.height = fullh;} window.addEventListener('load', function(e) {    var canvas = document.getElementById("sakura");    try {        makeCanvasFullScreen(canvas);        gl = canvas.getContext('experimental-webgl');    } catch(e) {        alert("WebGL not supported." + e);        console.error(e);        return;    }        window.addEventListener('resize', onResize);        setViewports();    createScene();    initScene();        timeInfo.start = new Date();    timeInfo.prev = timeInfo.start;    animate();}); //set window.requestAnimationFrame(function (w, r) {    w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };})(window, 'requestAnimationFrame'); </script></head><body>  <canvas id="sakura"></canvas><div class="btnbg"><button type="button" onclick="toggleAnimation(this)">Stop</button></div> <!-- sakura shader -->   </body></html>