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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 WebGL 2 - buffergeometry - attributes - none</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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+
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+ <div id="container"></div>
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+ <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGL 2 - buffergeometry - attributes - none</div>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+
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+ uniform mat4 modelViewMatrix;
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+ uniform mat4 projectionMatrix;
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+
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+ uniform float seed;
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+
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+ /*
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+ const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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+
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+ float goldNoise(vec2 xy){
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+ return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
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+ }
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+ */
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+
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+ const uint ieeeMantissa = 0x007FFFFFu;
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+ const uint ieeeOne = 0x3F800000u;
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+
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+ uint hash(uint x) {
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+ x += ( x << 10u );
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+ x ^= ( x >> 6u );
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+ x += ( x << 3u );
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+ x ^= ( x >> 11u );
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+ x += ( x << 15u );
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+ return x;
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+ }
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+
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+ uint hash(uvec2 v) { return hash( v.x ^ hash(v.y) ); }
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+
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+ float hashNoise(vec2 xy) {
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+ uint m = hash(floatBitsToUint(xy));
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+
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+ m &= ieeeMantissa;
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+ m |= ieeeOne;
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+
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+ return uintBitsToFloat( m ) - 1.0;
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+ }
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+
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+ float pseudoRandom(float lower, float delta, in vec2 xy) {
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+ return lower + delta*hashNoise(xy);
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+ }
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+
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+ vec3 pseudoRandomVec3(float lower, float upper, int index) {
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+ float delta = upper - lower;
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+ float x = pseudoRandom(lower, delta, vec2(index, 0));
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+ float y = pseudoRandom(lower, delta, vec2(index, 1));
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+ float z = pseudoRandom(lower, delta, vec2(index, 2));
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+ return vec3(x, y, z);
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+ }
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+
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+ out vec3 vColor;
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+
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+ void main() {
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+
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+ const float scale = 1.0/64.0;
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+ vec3 position = pseudoRandomVec3(-1.0, +1.0, gl_VertexID/3) + scale * pseudoRandomVec3(-1.0, +1.0, gl_VertexID);
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+ vec3 color = pseudoRandomVec3(0.25, 1.0, gl_VertexID/3);
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
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+ vColor = color;
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+
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+ }
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+ </script>
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+
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+ <script id="fragmentShader" type="x-shader/x-fragment">
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+
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+ precision mediump float;
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+
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+ in vec3 vColor;
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+
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+ out vec4 fColor;
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+
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+ void main() {
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+
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+ fColor = vec4(vColor, 1);
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+
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+ }
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+ </script>
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+
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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/[email protected]/dist/es-module-shims.js"></script>
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+
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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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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import WebGL from './jsm/capabilities/WebGL.js';
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+
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+ if ( WebGL.isWebGL2Available() === false ) {
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+
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+ document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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+
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+ }
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+
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+ let camera, scene, renderer, mesh;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
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+ camera.position.z = 4;
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x050505 );
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+ scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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+
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+ // geometry
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+
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+ const triangleCount = 10000;
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+ const vertexCountPerTriangle = 3;
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+ const vertexCount = triangleCount*vertexCountPerTriangle;
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+
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+ const geometry = new THREE.BufferGeometry();
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+ geometry.setDrawRange(0, vertexCount);
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+
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+ // material
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+
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+ const material = new THREE.RawShaderMaterial( {
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+ uniforms: {
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+ seed: { value: 42 },
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+ },
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+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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+ side: THREE.DoubleSide,
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+ glslVersion: THREE.GLSL3
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+ } );
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+
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+ // mesh
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ mesh.frustumCulled = false;
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+ scene.add( mesh );
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+
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+ // renderer
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+
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+ }
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+
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+ function animate(time) {
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+
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+ requestAnimationFrame( animate );
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+
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+ mesh.rotation.x = time/1000.0 * 0.25;
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+ mesh.rotation.y = time/1000.0 * 0.50;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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