index.js
function initialize() {
  var scene = ds = exports.ds = {
    "time": 0,
    "song": null,
    "graph": null,
    "shaders": {},
    "textures": {},
    "texturesToLoad": 0,
    "audio": { "loaded": false, "playing": false },
    "isLoaded": function() {
      return this.graph !== null && this.texturesToLoad === 0 && this.audio.loaded === true;
    },
    "next": null
  };
  scene.gl = initializeWebGL();
  initAudio(scene.audio);
  initUI(scene);

  scene.shaders.sprite = createGlslProgram(scene.gl, "vertexShaderSprite", "fragmentShaderSprite");
  scene.shaders.particle = createGlslProgram(scene.gl, "vertexShaderParticle", "fragmentShaderParticle");

  window.requestAnimationFrame(animationFrame.bind(null, scene));
}
function initialize() {
  var scene = ds = exports.ds = {
    "time": 0,
    "song": null,
    "graph": null,
    "shaders": {},
    "textures": {},
    "texturesToLoad": 0,
    "audio": { "loaded": false, "playing": false },
    "isLoaded": function() {
      return this.graph !== null && this.texturesToLoad === 0 && this.audio.loaded === true;
    },
    "next": null
  };
  scene.gl = initializeWebGL();
  initAudio(scene.audio);
  initUI(scene);

  scene.shaders.sprite = createGlslProgram(scene.gl, "vertexShaderSprite", "fragmentShaderSprite");
  scene.shaders.particle = createGlslProgram(scene.gl, "vertexShaderParticle", "fragmentShaderParticle");

  window.requestAnimationFrame(animationFrame.bind(null, scene));
}
function initialize ( ) { var scene = ds = exports . ds = { "time" : 0 , "song" : null , "graph" : null , "shaders" : { } , "textures" : { } , "texturesToLoad" : 0 , "audio" : { "loaded" : false , "playing" : false } , "isLoaded" : function ( ) { return this . graph !== null && this . texturesToLoad === 0 && this . audio . loaded === true ; } , "next" : null } ; scene . gl = initializeWebGL ( ) ; initAudio ( scene . audio ) ; initUI ( scene ) ; scene . shaders . sprite = createGlslProgram ( scene . gl , "vertexShaderSprite" , "fragmentShaderSprite" ) ; scene . shaders . particle = createGlslProgram ( scene . gl , "vertexShaderParticle" , "fragmentShaderParticle" ) ; window . requestAnimationFrame ( animationFrame . bind ( null , scene ) ) ; }
Scene object for debugging
Scene object for debugging