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55 | 55 | precision highp float;
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56 | 56 | uniform mat4 modelViewMatrix;
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57 | 57 | uniform mat4 projectionMatrix;
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| 58 | + uniform float time; |
58 | 59 |
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59 | 60 | attribute vec3 position;
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60 | 61 | attribute vec2 uv;
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61 |
| - attribute vec3 normal; |
62 |
| - |
63 | 62 | attribute vec3 translate;
|
64 |
| - attribute float scale; |
65 |
| - attribute vec3 color; |
66 | 63 |
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67 | 64 | varying vec2 vUv;
|
68 |
| - varying vec3 vColor; |
| 65 | + varying float vScale; |
69 | 66 |
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70 | 67 | void main() {
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71 | 68 |
|
72 | 69 | vec4 mvPosition = modelViewMatrix * vec4( translate, 1.0 );
|
73 |
| - |
| 70 | + vec3 trTime = vec3(translate.x + time,translate.y + time,translate.z + time); |
| 71 | + float scale = sin( trTime.x * 2.1 ) + sin( trTime.y * 3.2 ) + sin( trTime.z * 4.3 ); |
| 72 | + vScale = scale; |
| 73 | + scale = scale * 10.0 + 10.0; |
74 | 74 | mvPosition.xyz += position * scale;
|
75 |
| - |
76 | 75 | vUv = uv;
|
77 |
| - vColor = color; |
78 |
| - |
79 | 76 | gl_Position = projectionMatrix * mvPosition;
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80 | 77 |
|
81 | 78 | }
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82 |
| - |
83 | 79 | </script>
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84 | 80 | <script id="fshader" type="x-shader/x-fragment">
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85 | 81 | precision highp float;
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86 | 82 |
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87 | 83 | uniform sampler2D map;
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88 | 84 |
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89 | 85 | varying vec2 vUv;
|
90 |
| - varying vec3 vColor; |
| 86 | + varying float vScale; |
| 87 | + |
| 88 | + // HSL to RGB Convertion helpers |
| 89 | + vec3 HUEtoRGB(float H){ |
| 90 | + H = mod(H,1.0); |
| 91 | + float R = abs(H * 6.0 - 3.0) - 1.0; |
| 92 | + float G = 2.0 - abs(H * 6.0 - 2.0); |
| 93 | + float B = 2.0 - abs(H * 6.0 - 4.0); |
| 94 | + return clamp(vec3(R,G,B),0.0,1.0); |
| 95 | + } |
91 | 96 |
|
92 |
| - void main() { |
| 97 | + vec3 HSLtoRGB(vec3 HSL){ |
| 98 | + vec3 RGB = HUEtoRGB(HSL.x); |
| 99 | + float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y; |
| 100 | + return (RGB - 0.5) * C + HSL.z; |
| 101 | + } |
93 | 102 |
|
| 103 | + void main() { |
94 | 104 | vec4 diffuseColor = texture2D( map, vUv );
|
95 |
| - gl_FragColor = vec4( diffuseColor.xyz * vColor, diffuseColor.w ); |
| 105 | + gl_FragColor = vec4( diffuseColor.xyz * HSLtoRGB(vec3(vScale/5.0, 1.0, 0.5)), diffuseColor.w ); |
96 | 106 |
|
97 | 107 | if ( diffuseColor.w < 0.5 ) discard;
|
98 |
| - |
99 | 108 | }
|
100 | 109 | </script>
|
101 | 110 |
|
102 | 111 | <script>
|
103 |
| - |
104 | 112 | var container, stats;
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105 | 113 |
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106 | 114 | var camera, scene, renderer;
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|
136 | 144 | var particleCount = 75000;
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137 | 145 |
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138 | 146 | var translateArray = new Float32Array( particleCount * 3 );
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139 |
| - var scaleArray = new Float32Array( particleCount ); |
140 |
| - var colorsArray = new Float32Array( particleCount * 3 ); |
141 | 147 |
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142 | 148 | for ( var i = 0, i3 = 0, l = particleCount; i < l; i ++, i3 += 3 ) {
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143 | 149 |
|
|
148 | 154 | }
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149 | 155 |
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150 | 156 | geometry.addAttribute( "translate", new THREE.InstancedBufferAttribute( translateArray, 3, 1 ) );
|
151 |
| - geometry.addAttribute( "scale", new THREE.InstancedBufferAttribute( scaleArray, 1, 1 ).setDynamic( true ) ); |
152 |
| - geometry.addAttribute( "color", new THREE.InstancedBufferAttribute( colorsArray, 3, 1 ).setDynamic( true ) ); |
153 | 157 |
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154 | 158 | material = new THREE.RawShaderMaterial( {
|
155 | 159 | uniforms: {
|
156 |
| - map: { type: "t", value: new THREE.TextureLoader().load( "textures/sprites/circle.png" ) } |
| 160 | + map: { type: "t", value: new THREE.TextureLoader().load( "textures/sprites/circle.png" ) }, |
| 161 | + time: { type: "f", value: 0.0 } |
157 | 162 | },
|
158 | 163 | vertexShader: document.getElementById( 'vshader' ).textContent,
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159 | 164 | fragmentShader: document.getElementById( 'fshader' ).textContent,
|
|
169 | 174 | renderer.setSize( window.innerWidth, window.innerHeight );
|
170 | 175 | container.appendChild( renderer.domElement );
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171 | 176 |
|
172 |
| - // |
173 |
| - |
174 | 177 | stats = new Stats();
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175 | 178 | container.appendChild( stats.dom );
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176 | 179 |
|
|
189 | 192 |
|
190 | 193 | }
|
191 | 194 |
|
192 |
| - // |
193 |
| - |
194 | 195 | function animate() {
|
195 | 196 |
|
196 | 197 | requestAnimationFrame( animate );
|
|
204 | 205 |
|
205 | 206 | var time = performance.now() * 0.0005;
|
206 | 207 |
|
| 208 | + material.uniforms.time.value = time; |
| 209 | + |
207 | 210 | mesh.rotation.x = time * 0.2;
|
208 | 211 | mesh.rotation.y = time * 0.4;
|
209 | 212 |
|
210 |
| - var translates = geometry.getAttribute( 'translate' ); |
211 |
| - var translatesArray = translates.array; |
212 |
| - |
213 |
| - var scales = geometry.getAttribute( 'scale' ); |
214 |
| - var scalesArray = scales.array; |
215 |
| - |
216 |
| - var colors = geometry.getAttribute( 'color' ); |
217 |
| - var colorsArray = colors.array; |
218 |
| - |
219 |
| - var color = new THREE.Color( 0xffffff ); |
220 |
| - |
221 |
| - for ( var i = 0, i3 = 0, l = scalesArray.length; i < l; i ++, i3 += 3 ) { |
222 |
| - |
223 |
| - var x = translatesArray[ i3 + 0 ] + time; |
224 |
| - var y = translatesArray[ i3 + 1 ] + time; |
225 |
| - var z = translatesArray[ i3 + 2 ] + time; |
226 |
| - var scale = Math.sin( x * 2.1 ) + Math.sin( y * 3.2 ) + Math.sin( z * 4.3 ); |
227 |
| - |
228 |
| - scalesArray[ i ] = scale * 10 + 10; |
229 |
| - |
230 |
| - color.setHSL( scale / 5, 1, 0.5 ); |
231 |
| - |
232 |
| - colorsArray[ i3 + 0 ] = color.r; |
233 |
| - colorsArray[ i3 + 1 ] = color.g; |
234 |
| - colorsArray[ i3 + 2 ] = color.b; |
235 |
| - |
236 |
| - } |
237 |
| - |
238 |
| - scales.needsUpdate = true; |
239 |
| - colors.needsUpdate = true; |
240 |
| - |
241 | 213 | renderer.render( scene, camera );
|
242 | 214 |
|
243 | 215 | }
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|
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