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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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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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+ <title>three.js webgl - raymarching - reflect</title>
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+ <style type="text/css">
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+ body {
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+ background-color: black;
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+ margin: 0;
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+ padding: 0;
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+ }
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+
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+ a { color: skyblue }
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+
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+ canvas {
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+ display: block;
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+ position: absolute;
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+ top: 0;
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+ left: 0;
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+ right: 0;
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+ bottom: 0;
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+ margin: auto;
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+ }
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+
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+ #info {
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+ color: white;
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+ font-size: 13px;
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+ position: absolute;
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+ bottom: 10px;
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+ width: 100%;
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+ text-align: center;
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+ z-index: 100;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - webgl raymarching example -
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+ reflect by <a href="https://github.com/gam0022" target="_blank">gam0022</a> (<a href="http://qiita.com/gam0022/items/03699a07e4a4b5f2d41f" target="_blank">article in Japanese</a>)
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+ </div>
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+
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+ <script id="fragment_shader" type="x-shader/x-fragment">
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+
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+ precision highp float;
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+ uniform float time;
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+ uniform vec2 resolution;
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+ uniform vec2 mouse;
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+
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+ const float EPS = 0.01;
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+ const float OFFSET = EPS * 100.0;
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+ const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
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+
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+ // distance functions
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+ vec3 onRep( vec3 p, float interval ) {
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+
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+ vec2 q = mod( p.xz, interval ) - interval * 0.5;
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+ return vec3( q.x, p.y, q.y );
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+
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+ }
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+
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+ float sphereDist( vec3 p, float r ) {
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+
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+ return length( onRep( p, 3.0 ) ) - r;
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+
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+ }
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+
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+ float floorDist( vec3 p ){
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+
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+ return dot(p, vec3( 0.0, 1.0, 0.0 ) ) + 1.0;
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+
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+ }
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+
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+ vec4 minVec4( vec4 a, vec4 b ) {
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+
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+ return ( a.a < b.a ) ? a : b;
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+
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+ }
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+
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+ float checkeredPattern( vec3 p ) {
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+
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+ float u = 1.0 - floor( mod( p.x, 2.0 ) );
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+ float v = 1.0 - floor( mod( p.z, 2.0 ) );
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+
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+ if ( ( u == 1.0 && v < 1.0 ) || ( u < 1.0 && v == 1.0 ) ) {
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+
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+ return 0.2;
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+
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+ } else {
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+
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+ return 1.0;
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+
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+ }
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+
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+ }
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+
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+ vec3 hsv2rgb( vec3 c ) {
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+
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+ vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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+ vec3 p = abs( fract( c.xxx + K.xyz ) * 6.0 - K.www );
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+ return c.z * mix( K.xxx, clamp( p - K.xxx, 0.0, 1.0 ), c.y );
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+
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+ }
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+
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+ float sceneDist( vec3 p ) {
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+
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+ return min(
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+ sphereDist( p, 1.0 ),
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+ floorDist( p )
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+ );
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+
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+ }
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+
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+ vec4 sceneColor( vec3 p ) {
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+
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+ return minVec4(
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+ // 3 * 6 / 2 = 9
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+ vec4( hsv2rgb(vec3( ( p.z + p.x ) / 9.0, 1.0, 1.0 ) ), sphereDist( p, 1.0 ) ),
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+ vec4( vec3( 0.5 ) * checkeredPattern( p ), floorDist( p ) )
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+ );
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+
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+ }
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+
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+ vec3 getNormal( vec3 p ) {
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+
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+ return normalize(vec3(
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+ sceneDist(p + vec3( EPS, 0.0, 0.0 ) ) - sceneDist(p + vec3( -EPS, 0.0, 0.0 ) ),
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+ sceneDist(p + vec3( 0.0, EPS, 0.0 ) ) - sceneDist(p + vec3( 0.0, -EPS, 0.0 ) ),
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+ sceneDist(p + vec3( 0.0, 0.0, EPS ) ) - sceneDist(p + vec3( 0.0, 0.0, -EPS ) )
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+ ));
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+
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+ }
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+
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+ float getShadow( vec3 ro, vec3 rd ) {
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+
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+ float h = 0.0;
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+ float c = 0.0;
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+ float r = 1.0;
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+ float shadowCoef = 0.5;
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+
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+ for ( float t = 0.0; t < 50.0; t++ ) {
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+
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+ h = sceneDist( ro + rd * c );
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+
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+ if ( h < EPS ) return shadowCoef;
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+
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+ r = min( r, h * 16.0 / c );
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+ c += h;
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+
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+ }
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+
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+ return 1.0 - shadowCoef + r * shadowCoef;
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+
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+ }
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+
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+ vec3 getRayColor( vec3 origin, vec3 ray, out vec3 p, out vec3 normal, out bool hit ) {
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+
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+ // marching loop
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+ float dist;
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+ float depth = 0.0;
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+ p = origin;
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+
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+ for ( int i = 0; i < 64; i++ ){
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+
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+ dist = sceneDist( p );
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+ depth += dist;
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+ p = origin + depth * ray;
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+
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+ if ( abs(dist) < EPS ) break;
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+
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+ }
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+
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+ // hit check and calc color
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+ vec3 color;
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+
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+ if ( abs(dist) < EPS ) {
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+
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+ normal = getNormal(p);
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+ float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
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+ float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
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+ float shadow = getShadow( p + normal * OFFSET, lightDir );
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+ color = ( sceneColor( p ).rgb * diffuse + vec3( 0.8 ) * specular ) * max( 0.5, shadow );
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+
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+ hit = true;
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+
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+ } else {
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+
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+ color = vec3( 0.0 );
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+
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+ }
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+
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+ return color - pow( clamp( 0.05 * depth, 0.0, 0.6 ), 2.0 );
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+
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+ }
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+
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+ void main(void) {
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+
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+ // fragment position
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+ vec2 p = ( gl_FragCoord.xy * 2.0 - resolution ) / min( resolution.x, resolution.y );
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+
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+ // camera and ray
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+ vec3 cPos = vec3( mouse.x - 0.5, mouse.y * 4.0 - 0.2, time );
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+ vec3 cDir = normalize( vec3( 0.0, -0.3, 1.0 ) );
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+ vec3 cUp = cross( cDir, vec3( 1.0, 0.0 ,0.0 ) );
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+ vec3 cSide = cross( cDir, cUp );
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+ float targetDepth = 1.3;
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+ vec3 ray = normalize( cSide * p.x + cUp * p.y + cDir * targetDepth );
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+
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+ vec3 color = vec3( 0.0 );
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+ vec3 q, normal;
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+ bool hit;
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+ float alpha = 1.0;
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+
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+ for ( int i = 0; i < 3; i++ ) {
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+
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+ color += alpha * getRayColor( cPos, ray, q, normal, hit );
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+ alpha *= 0.3;
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+ ray = normalize( reflect( ray, normal ) );
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+ cPos = q + normal * OFFSET;
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+
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+ if ( !hit ) break;
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+
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+ }
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+
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+ gl_FragColor = vec4(color, 1.0);
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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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+ <script id="vertex_shader" type="x-shader/x-vertex">
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+
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+ void main(void) {
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+
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+ gl_Position = vec4(position, 1.0);
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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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+ <script src="../build/three.min.js"></script>
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+
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+ <script src="js/libs/stats.min.js"></script>
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+ <script src="js/libs/dat.gui.min.js"></script>
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+
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+ <script>
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+
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+ var scene, camera, renderer;
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+ var geometry, material, mesh;
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+ var mouse = new THREE.Vector2( 0.5, 0.5 );
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+ var canvas;
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+ var stats;
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+
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+ var config = {
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+ saveImage: function() {
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+
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+ renderer.render( scene, camera );
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+ window.open( canvas.toDataURL() );
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+
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+ },
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+ recursion: 3,
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+ resolution: '512',
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+ };
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+
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+ init();
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+ render();
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+
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+ function init() {
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+
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+ scene = new THREE.Scene();
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+ camera = new THREE.Camera();
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+
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+ geometry = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
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+ material = new THREE.ShaderMaterial( {
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+ uniforms: {
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+ time: { type: 'f', value: 0.0 },
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+ resolution: { type: 'v2', value: new THREE.Vector2( 512, 512 ) },
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+ mouse: { type: 'v2', value: mouse },
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+ },
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+ vertexShader: document.getElementById( 'vertex_shader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragment_shader' ).textContent
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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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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setSize( 512, 512 );
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+
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+ canvas = renderer.domElement;
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+ canvas.addEventListener( 'mousemove', onMouseMove );
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+ window.addEventListener( 'resize', onWindowResize );
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+ document.body.appendChild( canvas );
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+
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+ var gui = new dat.GUI();
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+ gui.add( config, 'saveImage' ).name( 'Save Image' );
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+ gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( function( value ) {
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+
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+ if ( value !== 'full' ) {
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+
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+ canvas.width = value;
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+ canvas.height = value;
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+
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+ }
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+ onWindowResize();
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+
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+ } );
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.domElement );
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+
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+ }
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+
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+ function render( timestamp ) {
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+
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+ stats.begin();
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+
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+ material.uniforms.time.value = timestamp * 0.001;
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+ material.uniforms.resolution.value = new THREE.Vector2( canvas.width, canvas.height );
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+ material.uniforms.mouse.value = mouse;
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+ renderer.render( scene, camera );
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+
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+ stats.end();
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+ requestAnimationFrame( render );
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+
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+ }
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+
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+ function onMouseMove( e ) {
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+
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+ mouse.x = e.offsetX / canvas.width;
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+ mouse.y = e.offsetY / canvas.height;
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+
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+ }
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+
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+ function onWindowResize( e ) {
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+
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+ if ( config.resolution === 'full' ) {
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+
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+ canvas.width = window.innerWidth;
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+ canvas.height = window.innerHeight;
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+
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+ }
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+
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+ renderer.setSize( canvas.width, canvas.height );
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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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