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					136 lines
				
				3.4 KiB
			
		
		
			
		
	
	
					136 lines
				
				3.4 KiB
			| 
								 
											3 years ago
										 
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								<!-- Licensed under a BSD license. See license.html for license -->
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								<!DOCTYPE html>
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								<html>
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								  <head>
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								    <meta charset="utf-8">
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								    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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								    <title>Three.js - Shadertoy Bleepy Blocks</title>
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								    <style>
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								    html, body {
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								        height: 100%;
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								        margin: 0;
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								    }
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								    #c {
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								        width: 100%;
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								        height: 100%;
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								        display: block;
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								    }
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								    </style>
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								  </head>
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								  <body>
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								    <canvas id="c"></canvas>
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								  </body>
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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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								  }
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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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								function main() {
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								  const canvas = document.querySelector('#c');
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								  const renderer = new THREE.WebGLRenderer({canvas});
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								  renderer.autoClearColor = false;
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								  const camera = new THREE.OrthographicCamera(
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								    -1, // left
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								     1, // right
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								     1, // top
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								    -1, // bottom
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								    -1, // near,
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								     1, // far
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								  );
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								  const scene = new THREE.Scene();
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								  const plane = new THREE.PlaneGeometry(2, 2);
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								  const fragmentShader = `
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								  #include <common>
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								  uniform vec3 iResolution;
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								  uniform float iTime;
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								  uniform sampler2D iChannel0;
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								  // By Daedelus: https://www.shadertoy.com/user/Daedelus
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								  // license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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								  #define TIMESCALE 0.25 
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								  #define TILES 8
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								  #define COLOR 0.7, 1.6, 2.8
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								  void mainImage( out vec4 fragColor, in vec2 fragCoord )
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								  {
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								    vec2 uv = fragCoord.xy / iResolution.xy;
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								    uv.x *= iResolution.x / iResolution.y;
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								    vec4 noise = texture2D(iChannel0, floor(uv * float(TILES)) / float(TILES));
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								    float p = 1.0 - mod(noise.r + noise.g + noise.b + iTime * float(TIMESCALE), 1.0);
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								    p = min(max(p * 3.0 - 1.8, 0.1), 2.0);
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								    vec2 r = mod(uv * float(TILES), 1.0);
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								    r = vec2(pow(r.x - 0.5, 2.0), pow(r.y - 0.5, 2.0));
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								    p *= 1.0 - pow(min(1.0, 12.0 * dot(r, r)), 2.0);
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								    fragColor = vec4(COLOR, 1.0) * p;
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								  }
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								  void main() {
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								    mainImage(gl_FragColor, gl_FragCoord.xy);
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								  }
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								  `;
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								  const loader = new THREE.TextureLoader();
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								  const texture = loader.load('resources/images/bayer.png');
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								  texture.minFilter = THREE.NearestFilter;
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								  texture.magFilter = THREE.NearestFilter;
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								  texture.wrapS = THREE.RepeatWrapping;
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								  texture.wrapT = THREE.RepeatWrapping;
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								  const uniforms = {
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								    iTime: { value: 0 },
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								    iResolution:  { value: new THREE.Vector3() },
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								    iChannel0: { value: texture },
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								  };
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								  const material = new THREE.ShaderMaterial({
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								    fragmentShader,
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								    uniforms,
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								  });
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								  scene.add(new THREE.Mesh(plane, material));
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								  function resizeRendererToDisplaySize(renderer) {
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								    const canvas = renderer.domElement;
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								    const width = canvas.clientWidth;
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								    const height = canvas.clientHeight;
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								    const needResize = canvas.width !== width || canvas.height !== height;
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								    if (needResize) {
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								      renderer.setSize(width, height, false);
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								    }
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								    return needResize;
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								  }
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								  function render(time) {
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								    time *= 0.001;  // convert to seconds
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								    resizeRendererToDisplaySize(renderer);
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								    const canvas = renderer.domElement;
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								    uniforms.iResolution.value.set(canvas.width, canvas.height, 1);
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								    uniforms.iTime.value = time;
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								    renderer.render(scene, camera);
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								    requestAnimationFrame(render);
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								  }
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								  requestAnimationFrame(render);
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								}
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								main();
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								</script>
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								</html>
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