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// Displacement Sphere |
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// by Cody Bennett |
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// https://codyb.co |
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// Setup |
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const start = Date.now(); |
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const canvas = document.getElementById('scene'); |
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//Shaders |
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const sphereFragShader = ` |
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#define PHONG |
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uniform vec3 diffuse; |
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uniform vec3 emissive; |
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uniform vec3 specular; |
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uniform float shininess; |
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uniform float opacity; |
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uniform float time; |
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varying vec2 vUv; |
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varying vec3 newPosition; |
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varying float noise; |
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#include <common> |
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#include <packing> |
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#include <color_pars_fragment> |
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#include <uv_pars_fragment> |
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#include <uv2_pars_fragment> |
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#include <map_pars_fragment> |
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#include <alphamap_pars_fragment> |
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#include <aomap_pars_fragment> |
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#include <lightmap_pars_fragment> |
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#include <emissivemap_pars_fragment> |
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#include <envmap_pars_fragment> |
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#include <gradientmap_pars_fragment> |
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#include <fog_pars_fragment> |
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#include <bsdfs> |
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#include <lights_pars_begin> |
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#include <envmap_physical_pars_fragment> |
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#include <lights_phong_pars_fragment> |
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#include <shadowmap_pars_fragment> |
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#include <bumpmap_pars_fragment> |
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#include <normalmap_pars_fragment> |
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#include <specularmap_pars_fragment> |
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#include <logdepthbuf_pars_fragment> |
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#include <clipping_planes_pars_fragment> |
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void main() { |
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#include <clipping_planes_fragment> |
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vec3 color = vec3(vUv * (0.2 - 2.0 * noise), 1.0); |
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vec3 finalColors = vec3(color.b * 1.5, color.r, color.r); |
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vec4 diffuseColor = vec4(cos(finalColors * noise * 3.0), 1.0); |
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ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); |
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vec3 totalEmissiveRadiance = emissive; |
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#include <logdepthbuf_fragment> |
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#include <map_fragment> |
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#include <color_fragment> |
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#include <alphamap_fragment> |
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#include <alphatest_fragment> |
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#include <specularmap_fragment> |
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#include <normal_fragment_begin> |
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#include <normal_fragment_maps> |
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#include <emissivemap_fragment> |
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#include <lights_phong_fragment> |
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#include <lights_fragment_begin> |
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#include <lights_fragment_maps> |
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#include <lights_fragment_end> |
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#include <aomap_fragment> |
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; |
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#include <envmap_fragment> |
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#include <premultiplied_alpha_fragment> |
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#include <tonemapping_fragment> |
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#include <encodings_fragment> |
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#include <fog_fragment> |
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gl_FragColor = vec4(outgoingLight, diffuseColor.a); |
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} |
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`; |
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const sphereVertShader = ` |
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vec3 mod289(vec3 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 mod289(vec4 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 permute(vec4 x) |
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{ |
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return mod289(((x * 34.0) + 1.0) * x); |
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} |
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vec4 taylorInvSqrt(vec4 r) |
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{ |
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return 1.79284291400159 - 0.85373472095314 * r; |
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} |
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vec3 fade(vec3 t) { |
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return t*t*t*(t*(t*6.0-15.0)+10.0); |
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} |
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// Classic Perlin noise |
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float cnoise(vec3 P) |
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{ |
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vec3 Pi0 = floor(P); // Integer part for indexing |
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 |
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Pi0 = mod289(Pi0); |
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Pi1 = mod289(Pi1); |
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vec3 Pf0 = fract(P); // Fractional part for interpolation |
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 |
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
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vec4 iy = vec4(Pi0.yy, Pi1.yy); |
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vec4 iz0 = Pi0.zzzz; |
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vec4 iz1 = Pi1.zzzz; |
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vec4 ixy = permute(permute(ix) + iy); |
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vec4 ixy0 = permute(ixy + iz0); |
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vec4 ixy1 = permute(ixy + iz1); |
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vec4 gx0 = ixy0 * (1.0 / 7.0); |
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; |
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gx0 = fract(gx0); |
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); |
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vec4 sz0 = step(gz0, vec4(0.0)); |
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); |
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gy0 -= sz0 * (step(0.0, gy0) - 0.5); |
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vec4 gx1 = ixy1 * (1.0 / 7.0); |
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; |
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gx1 = fract(gx1); |
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); |
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vec4 sz1 = step(gz1, vec4(0.0)); |
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); |
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gy1 -= sz1 * (step(0.0, gy1) - 0.5); |
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); |
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); |
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); |
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); |
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); |
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); |
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); |
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); |
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
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g000 *= norm0.x; |
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g010 *= norm0.y; |
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g100 *= norm0.z; |
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g110 *= norm0.w; |
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
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g001 *= norm1.x; |
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g011 *= norm1.y; |
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g101 *= norm1.z; |
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g111 *= norm1.w; |
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float n000 = dot(g000, Pf0); |
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); |
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); |
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); |
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); |
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); |
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); |
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float n111 = dot(g111, Pf1); |
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vec3 fade_xyz = fade(Pf0); |
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); |
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); |
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
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return 2.2 * n_xyz; |
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} |
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// Classic Perlin noise, periodic variant |
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float pnoise(vec3 P, vec3 rep) |
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{ |
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vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period |
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vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period |
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Pi0 = mod289(Pi0); |
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Pi1 = mod289(Pi1); |
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vec3 Pf0 = fract(P); // Fractional part for interpolation |
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 |
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
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vec4 iy = vec4(Pi0.yy, Pi1.yy); |
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vec4 iz0 = Pi0.zzzz; |
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vec4 iz1 = Pi1.zzzz; |
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vec4 ixy = permute(permute(ix) + iy); |
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vec4 ixy0 = permute(ixy + iz0); |
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vec4 ixy1 = permute(ixy + iz1); |
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vec4 gx0 = ixy0 * (1.0 / 7.0); |
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; |
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gx0 = fract(gx0); |
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); |
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vec4 sz0 = step(gz0, vec4(0.0)); |
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); |
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gy0 -= sz0 * (step(0.0, gy0) - 0.5); |
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vec4 gx1 = ixy1 * (1.0 / 7.0); |
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; |
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gx1 = fract(gx1); |
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); |
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vec4 sz1 = step(gz1, vec4(0.0)); |
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); |
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gy1 -= sz1 * (step(0.0, gy1) - 0.5); |
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); |
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); |
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); |
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); |
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); |
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); |
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); |
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); |
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
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g000 *= norm0.x; |
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g010 *= norm0.y; |
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g100 *= norm0.z; |
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g110 *= norm0.w; |
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
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g001 *= norm1.x; |
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g011 *= norm1.y; |
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g101 *= norm1.z; |
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g111 *= norm1.w; |
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float n000 = dot(g000, Pf0); |
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); |
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); |
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); |
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); |
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); |
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); |
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float n111 = dot(g111, Pf1); |
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vec3 fade_xyz = fade(Pf0); |
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); |
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); |
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
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return 2.2 * n_xyz; |
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} |
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float turbulence(vec3 p) { |
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float w = 100.0; |
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float t = -.5; |
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for (float f = 1.0 ; f <= 10.0 ; f++) { |
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float power = pow(2.0, f); |
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t += abs(pnoise(vec3(power * p), vec3(10.0, 10.0, 10.0)) / power); |
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} |
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return t; |
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} |
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// START |
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uniform float time; |
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varying vec2 vUv; |
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varying vec3 vNormal; |
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varying float noise; |
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#define PHONG |
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varying vec3 vViewPosition; |
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#include <common> |
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#include <uv_pars_vertex> |
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#include <uv2_pars_vertex> |
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#include <displacementmap_pars_vertex> |
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#include <envmap_pars_vertex> |
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#include <color_pars_vertex> |
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#include <fog_pars_vertex> |
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#include <morphtarget_pars_vertex> |
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#include <skinning_pars_vertex> |
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#include <shadowmap_pars_vertex> |
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#include <logdepthbuf_pars_vertex> |
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#include <clipping_planes_pars_vertex> |
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void main() { |
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#include <uv_vertex> |
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#include <uv2_vertex> |
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#include <color_vertex> |
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#include <beginnormal_vertex> |
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#include <morphnormal_vertex> |
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#include <skinbase_vertex> |
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#include <skinnormal_vertex> |
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#include <defaultnormal_vertex> |
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#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED |
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vNormal = normalize(transformedNormal); |
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#endif |
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#include <begin_vertex> |
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#include <displacementmap_vertex> |
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#include <morphtarget_vertex> |
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#include <skinning_vertex> |
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#include <project_vertex> |
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#include <logdepthbuf_vertex> |
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#include <clipping_planes_vertex> |
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vViewPosition = - mvPosition.xyz; |
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#include <worldpos_vertex> |
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#include <envmap_vertex> |
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#include <shadowmap_vertex> |
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#include <fog_vertex> |
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vUv = uv; |
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noise = turbulence(0.01 * position + normal + time * 0.8); |
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vec3 displacement = vec3((position.x) * noise, position.y * noise, position.z * noise); |
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gl_Position = projectionMatrix * modelViewMatrix * vec4((position + normal) + displacement, 1.0); |
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} |
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`; |
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// Init |
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const rand = Math.random(); |
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const renderer = new THREE.WebGLRenderer({ canvas, powerPreference: 'high-performance' }); |
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const camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 0.1, 200); |
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const scene = new THREE.Scene(); |
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const uniforms = THREE.UniformsUtils.merge([ |
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THREE.UniformsLib['ambient'], |
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THREE.UniformsLib['lights'], |
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THREE.ShaderLib.phong.uniforms, |
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{ time: { type: 'f', value: 0 } }, |
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]); |
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const material = new THREE.ShaderMaterial({ |
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uniforms: uniforms, |
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vertexShader: sphereVertShader, |
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fragmentShader: sphereFragShader, |
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lights: true, |
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}); |
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const geometry = new THREE.SphereBufferGeometry(32, 128, 128); |
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const sphere = new THREE.Mesh(geometry, material); |
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renderer.setSize(window.innerWidth, window.innerHeight); |
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camera.position.z = 52; |
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scene.add(sphere); |
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sphere.position.z = 0; |
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sphere.modifier = rand; |
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// Light |
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scene.background = new THREE.Color(0x111111); |
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const light = new THREE.DirectionalLight(0xffffff, 0.6); |
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light.position.z = 200; |
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light.position.x = 100; |
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light.position.y = 100; |
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scene.add(light); |
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.1); |
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scene.add(ambientLight); |
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// Handle Resize |
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const handleResize = () => { |
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const canvasHeight = iosInnerHeight(); |
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const windowWidth = window.innerWidth; |
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const fullHeight = canvasHeight + canvasHeight * 0.3; |
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canvas.style.height = fullHeight; |
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renderer.setSize(windowWidth, fullHeight); |
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camera.aspect = windowWidth / fullHeight; |
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camera.updateProjectionMatrix(); |
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if (windowWidth <= 696) { |
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sphere.position.x = 14; |
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sphere.position.y = 10; |
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} else if (windowWidth <= 1024) { |
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sphere.position.x = 18; |
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sphere.position.y = 14; |
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} else { |
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sphere.position.x = 22; |
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sphere.position.y = 16; |
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} |
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}; |
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window.addEventListener('resize', handleResize); |
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handleResize(); |
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// Interaction |
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let ticking = false; |
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let animationFrame = null; |
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const onMouseMove = (event) => { |
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const animate = () => { |
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const position = { |
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x: event.clientX / window.innerWidth, |
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y: event.clientY / window.innerHeight, |
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}; |
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const tween = new TWEEN.Tween(sphere.rotation) |
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.to({ x: position.y / 2, y: position.x / 2 }, 2000) |
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.easing(TWEEN.Easing.Quartic.Out) |
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.start(); |
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ticking = false; |
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}; |
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if (!ticking) { |
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animationFrame = requestAnimationFrame(animate); |
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ticking = true; |
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} |
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}; |
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window.addEventListener('mousemove', onMouseMove); |
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// Animate |
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const animate = () => { |
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const animation = requestAnimationFrame(animate); |
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uniforms.time.value = 0.00005 * (Date.now() - start); |
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sphere.rotation.z += 0.001; |
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renderer.render(scene, camera); |
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TWEEN.update(); |
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}; |
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animate(); |