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} else if (f) {
draw = true;
drawPosition = [size[0] * Math.random(), 0];
drawRadius = 4;
drawElement = 2;
console.log(drawElement, drawPosition, drawPosition);
}
return (
);
}
}
to draw in sync each componentDidUpdate time
/>
) : (
);
};
return tick % refreshEveryTicks === 0
? to draw in sync each componentDidUpdate time
/>
: ;
};
//FIXME this should be glare instead.
//but i think there is a bug in gl-react!
}
this.refs.laser,
R: () => this.refs.persistence,
B: () => this.refs.glareBlurred,
L: () => this.refs.glareCursor,
E: () => this.refs.player,
s,
F,
k
}}
({ tick, size }) => (
),
{ refreshRate: 20 }
const GameOfLife = ({ size, reset, resetTexture }) =>
;
const MotionBlur = ({ children, persistence }: *) => (
);
const MotionBlur = ({ children, persistence }: *) => (
);
const Persistence = ({ children: t, persistence }) => (
);
render() {
const { id, info, node } = this.props;
const { dependency, obj } = info;
const isBackbuffer = obj === Uniform.Backbuffer;
const isBackbufferFrom =
obj && typeof obj === "object" && obj.type === "BackbufferFrom";
return (
<span>
{dependency ? (
) : isBackbuffer ? (
</span>