This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define PI 3.1415926538 | |
const float EPS = 0.001; | |
vec4 mod289(vec4 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
float mod289(float x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float fixedpow(float a, float x) | |
{ | |
return pow(abs(a), x) * sign(a); | |
} | |
float cbrt(float a) | |
{ | |
return fixedpow(a, 0.3333333333); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// GLSL textureless classic 3D noise "cnoise", | |
// with an RSL-style periodic variant "pnoise". | |
// Author: Stefan Gustavson (stefan.gustavson@liu.se) | |
// Version: 2011-10-11 | |
// | |
// Many thanks to Ian McEwan of Ashima Arts for the | |
// ideas for permutation and gradient selection. | |
// | |
// Copyright (c) 2011 Stefan Gustavson. All rights reserved. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
move(orientation, position) { | |
this.isAnimated = true; | |
let temp = new THREE.Vector3(); | |
let start = new THREE.Spherical().setFromVector3(this.camera.position); | |
let finish = new THREE.Spherical().setFromVector3(position); | |
if(Math.abs(start.theta-finish.theta)>Math.PI){ | |
if( Math.abs(start.theta-finish.theta - 2*Math.PI) <Math.abs(start.theta-finish.theta + 2*Math.PI)){ | |
finish.theta +=2*Math.PI | |
} else{ | |
finish.theta -=2*Math.PI |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import gsap from "gsap"; | |
move(orientation, position) { | |
this.isAnimated = true; | |
let temp = new THREE.Vector3(); | |
let start = new THREE.Spherical().setFromVector3(this.camera.position); | |
let finish = new THREE.Spherical().setFromVector3(position); | |
gsap.to(this.controls.target, { | |
duration: 2, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
I am attesting that this GitHub handle akella is linked to the Tezos account tz1TyhGTFiCSAS4XXGr21YfDgp37hYVY4x26 for tzprofiles | |
sig:edsigu3GfoE8g8sKtpjD2mjQkr1uKWUan5rgB94nUL6dHksWbsDUjabDWRbTR33DEGRq2BpBvCetJQHxmLFoz41JLuFZiLxp2qV |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Document</title> | |
<style> | |
canvas{ | |
border: 1px solid #000; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : ijm | |
// Lastmod : 20110822 (ijm) | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// navigator.serviceWorker.register('sw.js'); | |
var CACHE = "cache-name"; | |
self.addEventListener("install", function (evt) { | |
console.log("Установка"); | |
evt.waitUntil(precache()); | |
}); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// from https://discourse.threejs.org/t/profiledcontourgeometry/2330 | |
// Author: Prisoner849 | |
function ProfiledContourGeometry(profileShape, contour, contourClosed, openEnded) { | |
contourClosed = contourClosed !== undefined ? contourClosed : true; | |
openEnded = openEnded !== undefined ? openEnded : false; | |
openEnded = contourClosed === true ? false : openEnded; | |
let profileGeometry = new THREE.ShapeBufferGeometry(profileShape); |
NewerOlder