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					373 lines
				
				9.9 KiB
			
		
		
			
		
	
	
					373 lines
				
				9.9 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl2 - volume - cloud</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - cloud
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import WebGL from 'three/addons/capabilities/WebGL.js';
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											if ( WebGL.isWebGL2Available() === false ) {
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												document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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											}
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											const INITIAL_CLOUD_SIZE = 128;
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											let renderer, scene, camera;
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											let mesh;
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											let prevTime = performance.now();
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											let cloudTexture = null;
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											init();
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											animate();
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											function generateCloudTexture( size, scaleFactor = 1.0 ) {
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												const data = new Uint8Array( size * size * size );
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												const scale = scaleFactor * 10.0 / size;
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												let i = 0;
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												const perlin = new ImprovedNoise();
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												const vector = new THREE.Vector3();
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												for ( let z = 0; z < size; z ++ ) {
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													for ( let y = 0; y < size; y ++ ) {
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														for ( let x = 0; x < size; x ++ ) {
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															const dist = vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
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															const fadingFactor = ( 1.0 - dist ) * ( 1.0 - dist );
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															data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * fadingFactor;
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															i ++;
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														}
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													}
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												}
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												return new THREE.Data3DTexture( data, size, size, size );
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											}
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											function init() {
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												document.body.appendChild( renderer.domElement );
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												scene = new THREE.Scene();
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												camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
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												camera.position.set( 0, 0, 1.5 );
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												new OrbitControls( camera, renderer.domElement );
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												// Sky
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												const canvas = document.createElement( 'canvas' );
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												canvas.width = 1;
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												canvas.height = 32;
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												const context = canvas.getContext( '2d' );
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												const gradient = context.createLinearGradient( 0, 0, 0, 32 );
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												gradient.addColorStop( 0.0, '#014a84' );
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												gradient.addColorStop( 0.5, '#0561a0' );
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												gradient.addColorStop( 1.0, '#437ab6' );
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												context.fillStyle = gradient;
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												context.fillRect( 0, 0, 1, 32 );
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												const sky = new THREE.Mesh(
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													new THREE.SphereGeometry( 10 ),
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													new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } )
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												);
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												scene.add( sky );
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												// Texture
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												const texture = new THREE.Data3DTexture(
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													new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
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													INITIAL_CLOUD_SIZE,
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													INITIAL_CLOUD_SIZE,
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													INITIAL_CLOUD_SIZE
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												);
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												texture.format = THREE.RedFormat;
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												texture.minFilter = THREE.LinearFilter;
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												texture.magFilter = THREE.LinearFilter;
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												texture.unpackAlignment = 1;
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												texture.needsUpdate = true;
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												cloudTexture = texture;
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												// Material
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												const vertexShader = /* glsl */`
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													in vec3 position;
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													uniform mat4 modelMatrix;
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													uniform mat4 modelViewMatrix;
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													uniform mat4 projectionMatrix;
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													uniform vec3 cameraPos;
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													out vec3 vOrigin;
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													out vec3 vDirection;
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													void main() {
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														vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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														vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
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														vDirection = position - vOrigin;
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														gl_Position = projectionMatrix * mvPosition;
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													}
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												`;
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												const fragmentShader = /* glsl */`
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													precision highp float;
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													precision highp sampler3D;
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													uniform mat4 modelViewMatrix;
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													uniform mat4 projectionMatrix;
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													in vec3 vOrigin;
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													in vec3 vDirection;
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													out vec4 color;
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													uniform vec3 base;
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													uniform sampler3D map;
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													uniform float threshold;
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													uniform float range;
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													uniform float opacity;
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													uniform float steps;
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													uniform float frame;
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													uint wang_hash(uint seed)
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													{
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															seed = (seed ^ 61u) ^ (seed >> 16u);
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															seed *= 9u;
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															seed = seed ^ (seed >> 4u);
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															seed *= 0x27d4eb2du;
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															seed = seed ^ (seed >> 15u);
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															return seed;
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													}
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													float randomFloat(inout uint seed)
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													{
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															return float(wang_hash(seed)) / 4294967296.;
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													}
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													vec2 hitBox( vec3 orig, vec3 dir ) {
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														const vec3 box_min = vec3( - 0.5 );
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														const vec3 box_max = vec3( 0.5 );
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														vec3 inv_dir = 1.0 / dir;
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														vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
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														vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
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														vec3 tmin = min( tmin_tmp, tmax_tmp );
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														vec3 tmax = max( tmin_tmp, tmax_tmp );
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														float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
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														float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
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														return vec2( t0, t1 );
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													}
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													float sample1( vec3 p ) {
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														return texture( map, p ).r;
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													}
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													float shading( vec3 coord ) {
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														float step = 0.01;
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														return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
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													}
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													void main(){
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														vec3 rayDir = normalize( vDirection );
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														vec2 bounds = hitBox( vOrigin, rayDir );
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														if ( bounds.x > bounds.y ) discard;
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														bounds.x = max( bounds.x, 0.0 );
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														vec3 p = vOrigin + bounds.x * rayDir;
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														vec3 inc = 1.0 / abs( rayDir );
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														float delta = min( inc.x, min( inc.y, inc.z ) );
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														delta /= steps;
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														// Jitter
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														// Nice little seed from
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														// https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
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														uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
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														vec3 size = vec3( textureSize( map, 0 ) );
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														float randNum = randomFloat( seed ) * 2.0 - 1.0;
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														p += rayDir * randNum * ( 1.0 / size );
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														//
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														vec4 ac = vec4( base, 0.0 );
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														for ( float t = bounds.x; t < bounds.y; t += delta ) {
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															float d = sample1( p + 0.5 );
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															d = smoothstep( threshold - range, threshold + range, d ) * opacity;
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															float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
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															ac.rgb += ( 1.0 - ac.a ) * d * col;
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															ac.a += ( 1.0 - ac.a ) * d;
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															if ( ac.a >= 0.95 ) break;
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															p += rayDir * delta;
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														}
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														color = ac;
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														if ( color.a == 0.0 ) discard;
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													}
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												`;
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												const geometry = new THREE.BoxGeometry( 1, 1, 1 );
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						||
| 
								 | 
							
												const material = new THREE.RawShaderMaterial( {
							 | 
						||
| 
								 | 
							
													glslVersion: THREE.GLSL3,
							 | 
						||
| 
								 | 
							
													uniforms: {
							 | 
						||
| 
								 | 
							
														base: { value: new THREE.Color( 0x798aa0 ) },
							 | 
						||
| 
								 | 
							
														map: { value: texture },
							 | 
						||
| 
								 | 
							
														cameraPos: { value: new THREE.Vector3() },
							 | 
						||
| 
								 | 
							
														threshold: { value: 0.25 },
							 | 
						||
| 
								 | 
							
														opacity: { value: 0.25 },
							 | 
						||
| 
								 | 
							
														range: { value: 0.1 },
							 | 
						||
| 
								 | 
							
														steps: { value: 100 },
							 | 
						||
| 
								 | 
							
														frame: { value: 0 }
							 | 
						||
| 
								 | 
							
													},
							 | 
						||
| 
								 | 
							
													vertexShader,
							 | 
						||
| 
								 | 
							
													fragmentShader,
							 | 
						||
| 
								 | 
							
													side: THREE.BackSide,
							 | 
						||
| 
								 | 
							
													transparent: true
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh = new THREE.Mesh( geometry, material );
							 | 
						||
| 
								 | 
							
												scene.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const parameters = {
							 | 
						||
| 
								 | 
							
													threshold: 0.25,
							 | 
						||
| 
								 | 
							
													opacity: 0.25,
							 | 
						||
| 
								 | 
							
													range: 0.1,
							 | 
						||
| 
								 | 
							
													steps: 100
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												function update() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.uniforms.threshold.value = parameters.threshold;
							 | 
						||
| 
								 | 
							
													material.uniforms.opacity.value = parameters.opacity;
							 | 
						||
| 
								 | 
							
													material.uniforms.range.value = parameters.range;
							 | 
						||
| 
								 | 
							
													material.uniforms.steps.value = parameters.steps;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const gui = new GUI();
							 | 
						||
| 
								 | 
							
												gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
							 | 
						||
| 
								 | 
							
												gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
							 | 
						||
| 
								 | 
							
												gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
							 | 
						||
| 
								 | 
							
												gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												window.addEventListener( 'resize', onWindowResize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let curr = 0;
							 | 
						||
| 
								 | 
							
											const countPerRow = 4;
							 | 
						||
| 
								 | 
							
											const countPerSlice = countPerRow * countPerRow;
							 | 
						||
| 
								 | 
							
											const sliceCount = 4;
							 | 
						||
| 
								 | 
							
											const totalCount = sliceCount * countPerSlice;
							 | 
						||
| 
								 | 
							
											const margins = 8;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
							 | 
						||
| 
								 | 
							
											const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const time = performance.now();
							 | 
						||
| 
								 | 
							
												if ( time - prevTime > 1500.0 && curr < totalCount ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const position = new THREE.Vector3(
							 | 
						||
| 
								 | 
							
														Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
							 | 
						||
| 
								 | 
							
														( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
							 | 
						||
| 
								 | 
							
														Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
							 | 
						||
| 
								 | 
							
													).floor();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const maxDimension = perElementPaddedSize - 1;
							 | 
						||
| 
								 | 
							
													const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
							 | 
						||
| 
								 | 
							
													const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
							 | 
						||
| 
								 | 
							
													const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.copyTextureToTexture3D( box, position, source, cloudTexture );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													prevTime = time;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													curr ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh.material.uniforms.cameraPos.value.copy( camera.position );
							 | 
						||
| 
								 | 
							
												// mesh.rotation.y = - performance.now() / 7500;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh.material.uniforms.frame.value ++;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |