mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
673 lines
16 KiB
HTML
Executable File
673 lines
16 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - particles - shapes</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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<style>
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body {
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font-family: Monospace;
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color: #aaa;
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background-color: #000;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/tween.min.js"></script>
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<script src="js/Sparks.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/FilmShader.js"></script>
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<script src="js/shaders/FocusShader.js"></script>
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<script src="js/shaders/HorizontalBlurShader.js"></script>
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<script src="js/shaders/TriangleBlurShader.js"></script>
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<script src="js/shaders/VerticalBlurShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/BloomPass.js"></script>
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<script src="js/postprocessing/FilmPass.js"></script>
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<!-- load the font file from canvas-text -->
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<script src="fonts/helvetiker_regular.typeface.js"></script>
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<script type="x-shader/x-vertex" id="vertexshader">
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attribute float size;
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attribute vec3 pcolor;
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varying vec3 vColor;
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void main() {
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vColor = pcolor;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_PointSize = size * ( 200.0 / length( mvPosition.xyz ) );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script type="x-shader/x-fragment" id="fragmentshader">
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uniform sampler2D texture;
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varying vec3 vColor;
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void main() {
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vec4 outColor = texture2D( texture, gl_PointCoord );
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gl_FragColor = outColor * vec4( vColor, 1.0 );
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}
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</script>
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<script>
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var container, stats;
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var camera, scene, renderer;
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var group, text, plane;
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var speed = 50;
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var pointLight;
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var targetRotation = 0;
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var targetRotationOnMouseDown = 0;
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var mouseX = 0;
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var mouseXOnMouseDown = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var delta = 1, clock = new THREE.Clock();
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var heartShape, particleCloud, sparksEmitter, emitterPos;
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var _rotation = 0;
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var timeOnShapePath = 0;
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var composer;
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var effectBlurX, effectBlurY, hblur, vblur;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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var info = document.createElement( 'div' );
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info.style.position = 'absolute';
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info.style.top = '10px';
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info.style.width = '100%';
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info.style.textAlign = 'center';
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info.innerHTML = 'Three.js - simple particle systems with shapes by <a href="http://www.lab4games.net/zz85/blog">zz85</a><br>Move your mouse. Click to pause/resume.';
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container.appendChild( info );
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// CAMERA
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 0, 150, 400 );
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// SCENE
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scene = new THREE.Scene();
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// LIGHTS
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var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
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directionalLight.position.set( 0, -1, 1 );
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directionalLight.position.normalize();
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scene.add( directionalLight );
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pointLight = new THREE.PointLight( 0xffffff, 2, 300 );
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pointLight.position.set( 0, 0, 0 );
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scene.add( pointLight );
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// TEXT
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var theText = "THREE.JS";
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// Get text from hash
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var hash = document.location.hash.substr( 1 );
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if ( hash.length !== 0 ) {
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theText = hash;
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}
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var material = new THREE.MeshFaceMaterial( [
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new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, opacity: 0.95 } ),
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new THREE.MeshLambertMaterial( { color: 0xffffff } )
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] );
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var text3d = new THREE.TextGeometry( theText, {
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size: 70,
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height: 25,
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curveSegments: 4,
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font: "helvetiker",
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bevelEnabled: true,
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bevelThickness: 2,
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bevelSize: 2,
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material: 0,
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extrudeMaterial: 1
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});
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text3d.computeVertexNormals();
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text3d.computeBoundingBox();
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var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
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group = new THREE.Group();
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scene.add( group );
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text = new THREE.Mesh( text3d, material );
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// Potentially, we can extract the vertices or faces of the text to generate particles too.
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// Geo > Vertices > Position
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text.position.x = centerOffset;
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text.position.y = 130;
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text.position.z = -50;
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text.rotation.x = 0;
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text.rotation.y = Math.PI * 2;
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group.add( text );
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// Create particle objects for Three.js
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var particlesLength = 70000;
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var particles = new THREE.Geometry();
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function newpos( x, y, z ) {
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return new THREE.Vector3( x, y, z );
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}
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var Pool = {
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__pools: [],
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// Get a new Vector
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get: function() {
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if ( this.__pools.length > 0 ) {
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return this.__pools.pop();
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}
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console.log( "pool ran out!" )
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return null;
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},
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// Release a vector back into the pool
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add: function( v ) {
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this.__pools.push( v );
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}
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};
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for ( i = 0; i < particlesLength; i ++ ) {
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particles.vertices.push( newpos( Math.random() * 200 - 100, Math.random() * 100 + 150, Math.random() * 50 ) );
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Pool.add( i );
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}
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// Create pools of vectors
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attributes = {
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size: { type: 'f', value: [] },
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pcolor: { type: 'c', value: [] }
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};
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var sprite = generateSprite() ;
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texture = new THREE.Texture( sprite );
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texture.needsUpdate = true;
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uniforms = {
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texture: { type: "t", value: texture }
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};
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// PARAMETERS
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// Steadycounter
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// Life
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// Opacity
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// Hue Speed
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// Movement Speed
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function generateSprite() {
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var canvas = document.createElement( 'canvas' );
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canvas.width = 128;
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canvas.height = 128;
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var context = canvas.getContext( '2d' );
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// Just a square, doesnt work too bad with blur pp.
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// context.fillStyle = "white";
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// context.strokeStyle = "white";
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// context.fillRect(0, 0, 63, 63) ;
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// Heart Shapes are not too pretty here
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// var x = 4, y = 0;
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// context.save();
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// context.scale(8, 8); // Scale so canvas render can redraw within bounds
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// context.beginPath();
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// context.bezierCurveTo( x + 2.5, y + 2.5, x + 2.0, y, x, y );
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// context.bezierCurveTo( x - 3.0, y, x - 3.0, y + 3.5,x - 3.0,y + 3.5 );
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// context.bezierCurveTo( x - 3.0, y + 5.5, x - 1.0, y + 7.7, x + 2.5, y + 9.5 );
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// context.bezierCurveTo( x + 6.0, y + 7.7, x + 8.0, y + 5.5, x + 8.0, y + 3.5 );
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// context.bezierCurveTo( x + 8.0, y + 3.5, x + 8.0, y, x + 5.0, y );
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// context.bezierCurveTo( x + 3.5, y, x + 2.5, y + 2.5, x + 2.5, y + 2.5 );
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context.beginPath();
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context.arc( 64, 64, 60, 0, Math.PI * 2, false) ;
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context.lineWidth = 0.5; //0.05
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context.stroke();
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context.restore();
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var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
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gradient.addColorStop( 0, 'rgba(255,255,255,1)' );
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gradient.addColorStop( 0.2, 'rgba(255,255,255,1)' );
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gradient.addColorStop( 0.4, 'rgba(200,200,200,1)' );
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gradient.addColorStop( 1, 'rgba(0,0,0,1)' );
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context.fillStyle = gradient;
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context.fill();
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return canvas;
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}
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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attributes: attributes,
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vertexShader: document.getElementById( 'vertexshader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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transparent: true
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});
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particleCloud = new THREE.PointCloud( particles, shaderMaterial );
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var vertices = particleCloud.geometry.vertices;
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var values_size = attributes.size.value;
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var values_color = attributes.pcolor.value;
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for( var v = 0; v < vertices.length; v ++ ) {
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values_size[ v ] = 50;
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values_color[ v ] = new THREE.Color( 0x000000 );
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particles.vertices[ v ].set( Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY );
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}
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group.add( particleCloud );
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particleCloud.y = 800;
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// Create Particle Systems
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// EMITTER STUFF
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// Heart
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var x = 0, y = 0;
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heartShape = new THREE.Shape();
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heartShape.moveTo( x + 25, y + 25 );
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heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
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heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 );
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heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
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heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
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heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
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heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
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var hue = 0;
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var setTargetParticle = function() {
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var target = Pool.get();
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values_size[ target ] = Math.random() * 200 + 100;
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return target;
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};
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var onParticleCreated = function( p ) {
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var position = p.position;
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p.target.position = position;
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var target = p.target;
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if ( target ) {
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// console.log(target,particles.vertices[target]);
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// values_size[target]
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// values_color[target]
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hue += 0.0003 * delta;
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if ( hue > 1 ) hue -= 1;
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// TODO Create a PointOnShape Action/Zone in the particle engine
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timeOnShapePath += 0.00035 * delta;
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if ( timeOnShapePath > 1 ) timeOnShapePath -= 1;
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var pointOnShape = heartShape.getPointAt( timeOnShapePath );
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emitterpos.x = pointOnShape.x * 5 - 100;
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emitterpos.y = -pointOnShape.y * 5 + 400;
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// pointLight.position.copy( emitterpos );
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pointLight.position.x = emitterpos.x;
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pointLight.position.y = emitterpos.y;
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pointLight.position.z = 100;
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particles.vertices[ target ] = p.position;
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values_color[ target ].setHSL( hue, 0.6, 0.1 );
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pointLight.color.setHSL( hue, 0.8, 0.5 );
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};
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};
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var onParticleDead = function( particle ) {
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var target = particle.target;
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if ( target ) {
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// Hide the particle
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values_color[ target ].setRGB( 0, 0, 0 );
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particles.vertices[ target ].set( Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY );
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// Mark particle system as available by returning to pool
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Pool.add( particle.target );
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}
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};
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var engineLoopUpdate = function() {
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};
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sparksEmitter = new SPARKS.Emitter( new SPARKS.SteadyCounter( 500 ) );
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emitterpos = new THREE.Vector3( 0, 0, 0 );
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sparksEmitter.addInitializer( new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) );
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sparksEmitter.addInitializer( new SPARKS.Lifetime( 1, 15 ));
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sparksEmitter.addInitializer( new SPARKS.Target( null, setTargetParticle ) );
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sparksEmitter.addInitializer( new SPARKS.Velocity( new SPARKS.PointZone( new THREE.Vector3( 0, -5, 1 ) ) ) );
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sparksEmitter.addAction( new SPARKS.Age() );
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sparksEmitter.addAction( new SPARKS.Accelerate( 0, 0, -50 ) );
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sparksEmitter.addAction( new SPARKS.Move() );
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sparksEmitter.addAction( new SPARKS.RandomDrift( 90, 100, 2000 ) );
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sparksEmitter.addCallback( "created", onParticleCreated );
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sparksEmitter.addCallback( "dead", onParticleDead );
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sparksEmitter.start();
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// End Particles
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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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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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// POST PROCESSING
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var effectFocus = new THREE.ShaderPass( THREE.FocusShader );
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var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
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effectFilm = new THREE.FilmPass( 0.5, 0.25, 2048, false );
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var shaderBlur = THREE.TriangleBlurShader;
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effectBlurX = new THREE.ShaderPass( shaderBlur, 'texture' );
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effectBlurY = new THREE.ShaderPass( shaderBlur, 'texture' );
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var radius = 15;
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var blurAmountX = radius / window.innerWidth;
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var blurAmountY = radius / window.innerHeight;
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hblur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
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vblur = new THREE.ShaderPass( THREE.VerticalBlurShader);
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hblur.uniforms[ 'h' ].value = 1 / window.innerWidth;
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vblur.uniforms[ 'v' ].value = 1 / window.innerHeight;
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effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
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effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
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effectFocus.uniforms[ 'sampleDistance' ].value = 0.99; //0.94
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effectFocus.uniforms[ 'waveFactor' ].value = 0.003; //0.00125
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var renderScene = new THREE.RenderPass( scene, camera );
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composer = new THREE.EffectComposer( renderer );
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composer.addPass( renderScene );
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composer.addPass( hblur );
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composer.addPass( vblur );
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// composer.addPass( effectBlurX );
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// composer.addPass( effectBlurY );
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// composer.addPass( effectCopy );
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// composer.addPass( effectFocus );
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// composer.addPass( effectFilm );
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vblur.renderToScreen = true;
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effectBlurY.renderToScreen = true;
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effectFocus.renderToScreen = true;
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effectCopy.renderToScreen = true;
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effectFilm.renderToScreen = true;
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document.addEventListener( 'mousedown', onDocumentMouseDown, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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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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hblur.uniforms[ 'h' ].value = 1 / window.innerWidth;
|
|
vblur.uniforms[ 'v' ].value = 1 / window.innerHeight;
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|
|
|
var radius = 15;
|
|
var blurAmountX = radius / window.innerWidth;
|
|
var blurAmountY = radius / window.innerHeight;
|
|
|
|
effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
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|
effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
|
|
|
|
composer.reset();
|
|
|
|
}
|
|
|
|
//
|
|
|
|
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
|
|
|
|
|
|
function onDocumentMouseDown( event ) {
|
|
|
|
event.preventDefault();
|
|
|
|
mouseXOnMouseDown = event.clientX - windowHalfX;
|
|
targetRotationOnMouseDown = targetRotation;
|
|
|
|
if ( sparksEmitter.isRunning() ) {
|
|
|
|
sparksEmitter.stop();
|
|
|
|
} else {
|
|
|
|
sparksEmitter.start();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function onDocumentMouseMove( event ) {
|
|
|
|
mouseX = event.clientX - windowHalfX;
|
|
|
|
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
|
|
|
|
}
|
|
|
|
function onDocumentTouchStart( event ) {
|
|
|
|
if ( event.touches.length === 1 ) {
|
|
|
|
event.preventDefault();
|
|
|
|
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
|
|
targetRotationOnMouseDown = targetRotation;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function onDocumentTouchMove( event ) {
|
|
|
|
if ( event.touches.length === 1 ) {
|
|
|
|
event.preventDefault();
|
|
|
|
mouseX = event.touches[ 0 ].pageX - windowHalfX;
|
|
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
render();
|
|
stats.update();
|
|
|
|
}
|
|
|
|
|
|
|
|
function render() {
|
|
|
|
delta = speed * clock.getDelta();
|
|
|
|
particleCloud.geometry.verticesNeedUpdate = true;
|
|
|
|
attributes.size.needsUpdate = true;
|
|
attributes.pcolor.needsUpdate = true;
|
|
|
|
// Pretty cool effect if you enable this
|
|
// particleCloud.rotation.y += 0.05;
|
|
|
|
group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
|
|
|
|
renderer.clear();
|
|
|
|
// renderer.render( scene, camera );
|
|
composer.render( 0.1 );
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|