<commit_before><script src=lib1.js></script>

<body bgcolor=black>
<center>
<td><canvas id='canvas1' width=400 height=400></canvas></td>
</center>
</body>

<script id='my_vertex_shader' type='x-shader/x-vertex'>
   attribute vec3 aPosition;
   varying   vec3 vPosition;
   void main() {
      gl_Position = vec4(aPosition, 1.0);
      vPosition = aPosition;
   }
</script>

<script id='my_fragment_shader' type='x-shader/x-fragment'>
   precision mediump float;
   uniform float uTime;
   uniform vec3  uCursor;
   varying vec3  vPosition;

   vec4 plane;
   vec3 material;

   vec3 Lrgb;
   vec3 Ldir;

   // Compute intersection of a ray with a sphere, if any.  Return t.
   // If there is no intersection, return 10000.

   float rayPlane(vec3 V, vec3 W, vec4 plane) {

         float t = - (plane.x * V.x + plane.y * V.y + plane.z * V.z + plane.w) / (plane.x * W.x + plane.y * W.y + plane.z * W.z);
         if ( t > 0.) {
           return t;
         }

         return 10000.;
      }


   // Diffusely shade a sphere.
   //    point is the x,y,z position of the surface point.
   //    sphere is the x,y,z,r definition of the sphere.
   //    material is the r,g,b color of the sphere.

  //  vec3 shadePlane(vec3 point, vec4 plane, vec3 material) {
  //     vec3 color = vec3(0.,0.,0.);
  //     if (rayPlane(vec3 point, vec4 plane, vec3 material) < 10000.) {
  //       color = material;
  //     }
   //
  //     return color;
  //  }

<commit_msg>Add objectColor replace the color part of main<commit_after><script src=lib1.js></script>

<body bgcolor=black>
<center>
<td><canvas id='canvas1' width=400 height=400></canvas></td>
</center>
</body>

<script id='my_vertex_shader' type='x-shader/x-vertex'>
   attribute vec3 aPosition;
   varying   vec3 vPosition;
   void main() {
      gl_Position = vec4(aPosition, 1.0);
      vPosition = aPosition;
   }
</script>

<script id='my_fragment_shader' type='x-shader/x-fragment'>
   precision mediump float;
   uniform float uTime;
   uniform vec3  uCursor;
   varying vec3  vPosition;

   vec4 plane;
   vec3 material;

   vec3 Lrgb;
   vec3 Ldir;



   float rayPlane(vec3 V, vec3 W, vec4 plane) {

         float t = - (plane.x * V.x + plane.y * V.y + plane.z * V.z + plane.w) / (plane.x * W.x + plane.y * W.y + plane.z * W.z);
         if ( t > 0.) {
           return t;
         }

         return 10000.;
      }


   // Diffusely shade a sphere.
   //    point is the x,y,z position of the surface point.
   //    sphere is the x,y,z,r definition of the sphere.
   //    material is the r,g,b color of the sphere.

  //  vec3 shadePlane(vec3 point, vec4 plane, vec3 material) {
  //     vec3 color = vec3(0.,0.,0.);
  //     if (rayPlane(vec3 point, vec4 plane, vec3 material) < 10000.) {
  //       color = material;
  //     }
   //
  //     return color;
  //  }


{'fraction_non_alphanumeric': 0.13942816801976704, 'fraction_numerical': 0.03353335686551359, 'mean_word_length': 2.2058823529411766, 'pattern_counts': {'":': 0, '<': 31, '<?xml version=': 0, '>': 31, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '3299396', 'n_tokens_mistral': 1063, 'n_tokens_neox': 1012, 'n_words': 288}