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var gl;
function setup() {
createCanvas(windowWidth, windowHeight,WEBGL);
gl=this.canvas.getContext('webgl');
gl.disable(gl.DEPTH_TEST);
test=new p5.Shader(this._renderer,vert,frag);//shaders are loaded
shader(test);//shaders are applied
}
function draw() {
test.setUniform("iResolution", [width,height]);//pass some values to the shader
test.setUniform("iTime", millis()*.001);
test.setUniform('iMouse',[mouseX,mouseY]);
//rect(-width/2,-height/2, width, height); //draw the canvas to use our shaders
box(width/2);
}