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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

              <script src="https://rawgit.com/mdn/webgl-examples/gh-pages/tutorial/gl-matrix.js"></script>

    <canvas id="glcanvas" width="800" height="400"></canvas>

              var pyramidRotation = 0.0;
var posY = 0.0;
var posX = 0.0;
var posCam = -6.0; //posición de camara
// Start here
function main() {
  const canvas = document.querySelector('#glcanvas');
  const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');

  // If we don't have a GL context, give up now

  if (!gl) {
    alert('Unable to initialize WebGL. Your browser or machine may not support it.');

  // Vertex shader program

  const vsSource = `
    attribute vec4 aVertexPosition;
    attribute vec4 aVertexColor;
    uniform mat4 uModelViewMatrix;
    uniform mat4 uProjectionMatrix;
    varying lowp vec4 vColor;
    void main(void) {
      gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
      vColor = aVertexColor;

  // Fragment shader program

  const fsSource = `
    varying lowp vec4 vColor;
    void main(void) {
      gl_FragColor = vColor;

  // Initialize a shader program; this is where all the lighting
  // for the vertices and so forth is established.
  const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

  // Collect all the info needed to use the shader program.
  // Look up which attributes our shader program is using
  // for aVertexPosition, aVevrtexColor and also
  // look up uniform locations.
  const programInfo = {
    program: shaderProgram,
    attribLocations: {
      vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
      vertexColor: gl.getAttribLocation(shaderProgram, 'aVertexColor'),
    uniformLocations: {
      projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
      modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),

  // Here's where we call the routine that builds all the
  // objects we'll be drawing.
  const buffers = initBuffers(gl);

  var then = 0;
  //Listener: javascript obtiene el click del mouse
  //y le asigna la posición al objeto
  canvas.addEventListener("mousedown", function(event){
  // Draw the scene repeatedly
  function render(now) {
    now *= 0.001;  // convert to seconds
    const deltaTime = now - then;
    then = now;

    drawScene(gl, programInfo, buffers, deltaTime);


// initBuffers
// Initialize the buffers we'll need. For this demo, we just
// have one object -- a simple three-dimensional pyramid.
function initBuffers(gl) {

  // Create a buffer for the pyramid's vertex positions.

  const positionBuffer = gl.createBuffer();

  // Select the positionBuffer as the one to apply buffer
  // operations to from here out.

  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

  // Now create an array of positions for the pyramid.

  var positions1 = [
    // Front face
    0.0,  1.0,  0.0,   //0
    -1.0, -1.0,  1.0,   //1
    1.0, -1.0,  1.0,   //2
    // Right face
    1.0, -1.0, -1.0,   //3
    // Back face
    -1.0, -1.0, -1.0,   //4
    // Left face
    -1.0, -1.0,  1.0   //5
  //La piramide es 1/2 de la pensada originalmente.
  const positions = positions1.map(function(x){
    return x*0.5;

  // Now pass the list of positions into WebGL to build the
  // shape. We do this by creating a Float32Array from the
  // JavaScript array, then use it to fill the current buffer.

  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);

  // Now set up the colors for the faces. We'll use solid colors
  // for each face.

  const faceColors = [
    [1.0,  1.0,  1.0,  1.0],    // Front face: white
    [1.0,  0.0,  0.0,  1.0],    // Right face: red
    [1.0,  1.0,  0.0,  1.0],    // Back face: yellow

  // Convert the array of colors into a table for all the vertices.

  var colors = [];

  for (var j = 0; j < faceColors.length; ++j) {
    const c = faceColors[j];

    // Repeat each color THREE times for the THREE vertices of the face
    colors = colors.concat(c,c);

  const colorBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);

  // Build the element array buffer; this specifies the indices
  // into the vertex arrays for each face's vertices.

  const indexBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);

  // This array defines each face as two triangles, using the
  // indices into the vertex array to specify each triangle's
  // position.

  const indices = [
    0,        //top
    1,  2,    //front
    3,        //right
    4,        //back
    5,        //left

  // Now send the element array to GL

      new Uint16Array(indices), gl.STATIC_DRAW);

  return {
    position: positionBuffer,
    color: colorBuffer,
    indices: indexBuffer,

// Draw the scene.
function drawScene(gl, programInfo, buffers, deltaTime) {
  gl.clearColor(0.0, 0.0, 0.0, 1.0);  // Clear to black, fully opaque
  gl.clearDepth(1.0);                 // Clear everything
  gl.enable(gl.DEPTH_TEST);           // Enable depth testing
  gl.depthFunc(gl.LEQUAL);            // Near things obscure far things

  // Clear the canvas before we start drawing on it.


  // Create a perspective matrix, a special matrix that is
  // used to simulate the distortion of perspective in a camera.
  // Our field of view is 45 degrees, with a width/height
  // ratio that matches the display size of the canvas
  // and we only want to see objects between 0.1 units
  // and 100 units away from the camera.

  const fieldOfView = 45 * Math.PI / 180;   // in radians
  const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  const zNear = 0.1;
  const zFar = 100.0;
  const projectionMatrix = mat4.create();

  // note: glmatrix.js always has the first argument
  // as the destination to receive the result.

  // Set the drawing position to the "identity" point, which is
  // the center of the scene.
  const modelViewMatrix = mat4.create();

  // Now move the drawing position a bit to where we want to
  // start drawing the square.

  mat4.translate(modelViewMatrix,     // destination matrix
                 modelViewMatrix,     // matrix to translate
                 [5*posX, 2*posY, posCam]);  // amount to translate
  mat4.rotate(modelViewMatrix,  // destination matrix
              modelViewMatrix,  // matrix to rotate
              pyramidRotation,     // amount to rotate in radians
              [0, 0, 1]);       // axis to rotate around (Z)
  mat4.rotate(modelViewMatrix,  // destination matrix
              modelViewMatrix,  // matrix to rotate
              pyramidRotation * .7,// amount to rotate in radians
              [0, 1, 0]);       // axis to rotate around (X)

  // Tell WebGL how to pull out the positions from the position
  // buffer into the vertexPosition attribute
    const numComponents = 3;
    const type = gl.FLOAT;
    const normalize = false;
    const stride = 0;
    const offset = 0;
    gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);

  // Tell WebGL how to pull out the colors from the color buffer
  // into the vertexColor attribute.
    const numComponents = 4;
    const type = gl.FLOAT;
    const normalize = false;
    const stride = 0;
    const offset = 0;
    gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);

  // Tell WebGL which indices to use to index the vertices
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);

  // Tell WebGL to use our program when drawing


  // Set the shader uniforms


    const vertexCount = 6;
    const type = gl.UNSIGNED_SHORT;
    const offset = 0;
    gl.drawElements(gl.TRIANGLE_FAN, vertexCount, type, offset);

  // Update the rotation for the next draw

  pyramidRotation += deltaTime;

// Initialize a shader program, so WebGL knows how to draw our data
function initShaderProgram(gl, vsSource, fsSource) {
  const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
  const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

  // Create the shader program

  const shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);

  // If creating the shader program failed, alert

  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
    return null;

  return shaderProgram;

// creates a shader of the given type, uploads the source and
// compiles it.
function loadShader(gl, type, source) {
  const shader = gl.createShader(type);

  // Send the source to the shader object

  gl.shaderSource(shader, source);

  // Compile the shader program


  // See if it compiled successfully

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
    return null;

  return shader;

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