float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
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var touchstartX = 0; | |
var touchstartY = 0; | |
var touchendX = 0; | |
var touchendY = 0; | |
var swipeme = document.getElementById('swipeme'); | |
swipeme.addEventListener('touchstart', function(event) { | |
touchstartX = event.changedTouches[0].screenX; | |
touchstartY = event.changedTouches[0].screenY; |
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function onDocumentMouseDown( event ) { | |
event.preventDefault(); | |
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; | |
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; | |
// find intersections | |
raycaster.setFromCamera( mouse, camera ); |
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mat4 rotationMatrix(vec3 axis, float angle) { | |
axis = normalize(axis); | |
float s = sin(angle); | |
float c = cos(angle); | |
float oc = 1.0 - c; | |
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, | |
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, | |
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, |