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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</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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+
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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
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+ </div>
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+
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+ <script type="module">
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+ import * as THREE from '../build/three.module.js';
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+ import { OrbitControls } from './jsm/controls/OrbitControls.js';
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+ import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
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+
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+ import { GUI } from './jsm/libs/dat.gui.module.js';
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+ import { WEBGL } from './jsm/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 renderer, scene, camera;
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+ let 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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+ 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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+
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+ scene = new THREE.Scene();
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+
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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, 2 );
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+
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+ new OrbitControls( camera, renderer.domElement );
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+
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+ // Texture
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+
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+ const size = 128;
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+ const data = new Float32Array( size * size * size );
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+
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+ let i = 0;
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+ const scale = 0.051;
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+ const perlin = new ImprovedNoise();
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+
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+ for ( let z = 0; z < size; z ++ ) {
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+
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+ for ( let y = 0; y < size; y ++ ) {
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+
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+ for ( let x = 0; x < size; x ++ ) {
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+
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+ data[ i ] = 0.5 + 0.5 * perlin.noise( x * scale, y * scale, z * scale );
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+ i ++;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ const texture = new THREE.DataTexture3D( data, size, size, size );
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+ texture.format = THREE.RedFormat;
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+ texture.type = THREE.FloatType;
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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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+
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+ // Material
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+
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+ const vertexShader = `#version 300 es
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+ in vec3 position;
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+
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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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+
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+ out vec3 vOrigin;
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+ out vec3 vDirection;
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+
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+ void main() {
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+ vec4 worldPosition = modelViewMatrix * vec4( position, 1.0 );
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+
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+ vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
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+ vDirection = position - vOrigin;
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+
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+ gl_Position = projectionMatrix * worldPosition;
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+ }
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+ `;
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+
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+ const fragmentShader = `#version 300 es
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+ precision highp float;
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+ precision highp sampler3D;
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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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+ in vec3 vOrigin;
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+ in vec3 vDirection;
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+
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+ out vec4 color;
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+
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+ uniform sampler3D map;
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+
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+ uniform float threshold;
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+ uniform float steps;
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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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+
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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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+
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+ #define epsilon .0001
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+
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+ vec3 normal( vec3 coord ) {
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+ if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
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+ if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
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+ if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
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+ if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
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+ if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
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+ if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
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+
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+ float step = 0.01;
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+ float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
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+ float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
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+ float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
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+
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+ return normalize( vec3( x, y, z ) );
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+ }
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+
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+ void main(){
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+
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+ vec3 rayDir = normalize( vDirection );
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+ vec2 bounds = hitBox( vOrigin, rayDir );
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+
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+ if ( bounds.x > bounds.y ) discard;
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+
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+ bounds.x = max( bounds.x, 0.0 );
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+
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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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+
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+ for ( float t = bounds.x; t < bounds.y; t += delta ) {
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+
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+ float d = sample1( p + 0.5 );
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+
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+ if ( d > threshold ) {
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+
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+ color.rgb = normal( p + 0.5 ) * 0.5 + ( p * 1.5 + 0.25 );
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+ color.a = 1.;
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+ break;
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+
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+ }
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+
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+ p += rayDir * delta;
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+
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+ }
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+
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+ if ( color.a == 0.0 ) discard;
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+
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+ }
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+ `;
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+
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+ const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
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+ const material = new THREE.RawShaderMaterial( {
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+ uniforms: {
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+ map: { value: texture },
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+ cameraPos: { value: new THREE.Vector3() },
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+ threshold: { value: 0.6 },
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+ steps: { value: 200 }
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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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+ } );
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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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+ //
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+
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+ const parameters = { threshold: 0.6, steps: 200 };
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+
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+ function update() {
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+
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+ material.uniforms.threshold.value = parameters.threshold;
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+ material.uniforms.steps.value = parameters.steps;
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+
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+ }
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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, 'steps', 0, 200, 1 ).onChange( update );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ mesh.material.uniforms.cameraPos.value.copy( camera.position );
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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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