@Georgia63636

Код выводить одну картинку, как сделать чтобы он выводил 4 картинки?

const shader = {
	vertex: `			#ifdef GL_ES
	precision mediump float;
	#endif
	
	
	// Simplex 2D noise
	//
	vec3 permute(vec3 x) {
	return mod(((x*34.0)+1.0)*x, 289.0);
	}
	
	float snoise(vec2 v){
	const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
	vec2 i  = floor(v + dot(v, C.yy) );
	vec2 x0 = v -   i + dot(i, C.xx);
	vec2 i1;
	i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
	vec4 x12 = x0.xyxy + C.xxzz;
	x12.xy -= i1;
	i = mod(i, 289.0);
	vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
	+ i.x + vec3(0.0, i1.x, 1.0 ));
	vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
	dot(x12.zw,x12.zw)), 0.0);
	m = m*m ;
	m = m*m ;
	vec3 x = 2.0 * fract(p * C.www) - 1.0;
	vec3 h = abs(x) - 0.5;
	vec3 ox = floor(x + 0.5);
	vec3 a0 = x - ox;
	m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
	vec3 g;
	g.x  = a0.x  * x0.x  + h.x  * x0.y;
	g.yz = a0.yz * x12.xz + h.yz * x12.yw;
	return 130.0 * dot(m, g);
	}
	
	// those are the mandatory attributes that the lib sets
	attribute vec3 aVertexPosition;
	attribute vec2 aTextureCoord;
	
	// those are mandatory uniforms that the lib sets and that contain our model view and projection matrix
	uniform mat4 uMVMatrix;
	uniform mat4 uPMatrix;
	
	uniform mat4 uTextureMatrix0;
	
	// our time uniform
	uniform float uTime;
	
	// if you want to pass your vertex and texture coords to the fragment shader
	varying vec3 vVertexPosition;
	varying vec2 vTextureCoord;
	
	void main() {
	vec3 vertexPosition = aVertexPosition;
	
	vec4 position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);
	
	// calculate a screen space uv
	vec2 screenUV = position.xy / position.ww; // (from -1 to 1)
	screenUV = screenUV * 0.5 + 0.5; // remap to (0 to 1)
	
	// the bigger the more waves
	float noiseRatio = 2.0;
	
	// apply simplex noise based on time
	vec3 simplexNoise = vec3(snoise((screenUV * noiseRatio) - (uTime / 360.0)));
	
	// displace vertices
	vertexPosition.z += simplexNoise.r;
	
	gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);
	
	// varyings
	vTextureCoord = (uTextureMatrix0 * vec4(aTextureCoord, 0.0, 1.0)).xy;
	vVertexPosition = vertexPosition;
	}`,
	fragment: `	#ifdef GL_ES
	precision mediump float;
	#endif
	
	// get our varyings
	varying vec3 vVertexPosition;
	varying vec2 vTextureCoord;
	
	// our texture sampler (this is the lib default name, but it could be changed)
	uniform sampler2D uSampler0;
	
	void main() {
	// get our texture coords
	vec2 textureCoords = vTextureCoord;
	
	// apply our texture
	vec4 finalColor = texture2D(uSampler0, textureCoords);
	
	// uncomment this line to get a b&w version of what's happening
	// finalColor = vec4(0.3, 0.3, 0.3, 1.0);
	
	// fake shadows based on vertex position along Z axis
	finalColor.rgb -= clamp(-vVertexPosition.z / 5.0, 0.0, 1.0);
	// fake lights based on vertex position along Z axis
	finalColor.rgb += clamp(vVertexPosition.z / 5.0, 0.0, 1.0);
	
	// handling premultiplied alpha (useful if we were using a png with transparency)
	finalColor = vec4(finalColor.rgb * finalColor.a, finalColor.a);
	
	gl_FragColor = finalColor;
	}`
};


// we are using window onload event here but this is not mandatory
window.onload = function() {
	
	// pass the id of the div that will wrap the canvas to set up our WebGL context and append the canvas to our wrapper
	var webGLCurtain = new Curtains("canvas");
	
	// get our plane element
	var planeElement = document.getElementsByClassName("plane")[0];
	
	// set our initial parameters (basic uniforms)
	var params = {
		vertexShader: shader.vertex, // our vertex shader ID
		fragmentShader: shader.fragment, // our framgent shader ID
		alwaysDraw: true,
		widthSegments: 40,
		heightSegments: 40, // we now have 40*40*6 = 9600 vertices !
		uniforms: {
			time: {
				name: "uTime", // uniform name that will be passed to our shaders
				type: "1f", // this means our uniform is a float
				value: 0,
			},
		}
	}
	
	// create our plane mesh
	var plane = webGLCurtain.addPlane(planeElement, params);
	
	// once our plane is ready, we could start listening to mouse/touch events and update its uniforms
	plane.onReady(function() {
		// set a field of view of 35 to exagerate perspective
		// we could have done  it directly in the initial params
		plane.setPerspective(35);
		
		}).onRender(function() {
		// update our time uniform value
		plane.uniforms.time.value++;
	});
	
}
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