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323 lines
8.2 KiB
323 lines
8.2 KiB
2 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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let renderer, scene, camera;
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let mesh;
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init();
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animate();
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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 size = 128;
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const data = new Uint8Array( size * size * size );
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let i = 0;
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const scale = 0.05;
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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 d = 1.0 - vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
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data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * d * d;
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i ++;
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}
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}
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}
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const texture = new THREE.Data3DTexture( data, size, size, size );
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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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// 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( {
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glslVersion: THREE.GLSL3,
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uniforms: {
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base: { value: new THREE.Color( 0x798aa0 ) },
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map: { value: texture },
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cameraPos: { value: new THREE.Vector3() },
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threshold: { value: 0.25 },
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opacity: { value: 0.25 },
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range: { value: 0.1 },
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steps: { value: 100 },
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frame: { value: 0 }
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},
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vertexShader,
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fragmentShader,
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side: THREE.BackSide,
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transparent: true
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} );
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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//
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const parameters = {
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threshold: 0.25,
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opacity: 0.25,
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range: 0.1,
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steps: 100
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};
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function update() {
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material.uniforms.threshold.value = parameters.threshold;
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material.uniforms.opacity.value = parameters.opacity;
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material.uniforms.range.value = parameters.range;
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material.uniforms.steps.value = parameters.steps;
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}
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const gui = new GUI();
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gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
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gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
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gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
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gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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mesh.material.uniforms.cameraPos.value.copy( camera.position );
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mesh.rotation.y = - performance.now() / 7500;
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mesh.material.uniforms.frame.value ++;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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