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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 - dynamic procedural terrain</title>
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+ <meta charset="utf-8">
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+ <style type="text/css">
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+ body {
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+ background: #000;
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+ color: #999;
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+ padding: 0;
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+ margin: 0;
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+ overflow: hidden;
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+ font-family: georgia;
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+ font-size:1em;
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+ text-align: center;
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+ }
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+
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+ #info { margin-top: 2em }
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+
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+ a { color: #fb0; }
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+
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+ #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
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+ .h { color: #fb0 }
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+ .c { display: inline; margin-left: 1em }
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+
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+ #loading { width: 100%; margin: 2em auto; text-align: center; position: absolute; top: 25em }
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+
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+ #oldie a { color:#da0 }
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+ </style>
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+ </head>
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+
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+ <body>
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+ <div id="container"></div>
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+
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+ <div id="info">
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+ <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - dynamic procedural terrain using
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+ <a href="https://github.com/ashima/webgl-noise" target="_blank">3d simplex noise</a><br/>
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+ birds by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">ro.me</a> -
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+ textures by <a href="http://opengameart.org/content/dark-grass">qubodup</a> and
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+ <a href="http://opengameart.org/content/backgrounds-topdown-games">davis123</a> -
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+ music by <a href="http://incompetech.com/m/c/royalty-free/index.html?keywords=00875">Kevin MacLeod</a>
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+ </div>
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+
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+ <div id="loading">Loading...</div>
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+
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+ <div id="footer">
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+ <div class="c">
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+ day / night: <span class="h">n</span>
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+ </div>
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+
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+ <div class="c">
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+ animate terrain: <span class="h">m</span>
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+ </div>
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+
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+ <div class="c">
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+ toggle soundtrack: <span class="h">b</span>
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+ </div>
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+ </div>
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+<!--
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+ <audio id="soundtrack" autoplay loop style="display:none">
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+ <source src="sounds/Five_Armies.mp3" type='audio/mp3'>
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+ <source src="sounds/Five_Armies.ogg" type='audio/ogg'>
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+ </audio>
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+-->
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+ <script src="../build/Three.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/RequestAnimationFrame.js"></script>
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+ <script src="js/Stats.js"></script>
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+
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+ <script src="js/ShaderTerrain.js"></script>
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+ <script src="js/ShaderExtras.js"></script>
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+
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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/BloomPass.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/SavePass.js"></script>
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+
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+ <script id="fragmentShaderNormal" type="x-shader/x-fragment">
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+
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+ uniform float height;
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+ uniform vec2 resolution;
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+ uniform sampler2D heightMap;
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+
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+ varying vec2 vUv;
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+
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+ void main( void ) {
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+
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+ float val = texture2D( heightMap, vUv ).x;
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+
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+ float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;
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+ float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;
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+
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+ gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 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="fragmentShaderNoise" type="x-shader/x-fragment">
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+
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+ //
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+ // Description : Array and textureless GLSL 3D simplex noise function.
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+ // Author : Ian McEwan, Ashima Arts.
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+ // Maintainer : ijm
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+ // Lastmod : 20110409 (stegu)
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+ // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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+ // Distributed under the MIT License. See LICENSE file.
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+ //
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+
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+ uniform float time;
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+ varying vec2 vUv;
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+
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+ vec4 permute( vec4 x ) {
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+
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+ return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
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+
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+ }
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+
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+ vec4 taylorInvSqrt( vec4 r ) {
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+
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+ return 1.79284291400159 - 0.85373472095314 * r;
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+
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+ }
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+
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+ float snoise( vec3 v ) {
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+
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+ const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
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+ const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
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+
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+ // First corner
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+
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+ vec3 i = floor( v + dot( v, C.yyy ) );
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+ vec3 x0 = v - i + dot( i, C.xxx );
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+
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+ // Other corners
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+
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+ vec3 g = step( x0.yzx, x0.xyz );
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+ vec3 l = 1.0 - g;
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+ vec3 i1 = min( g.xyz, l.zxy );
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+ vec3 i2 = max( g.xyz, l.zxy );
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+
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+ vec3 x1 = x0 - i1 + 1.0 * C.xxx;
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+ vec3 x2 = x0 - i2 + 2.0 * C.xxx;
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+ vec3 x3 = x0 - 1. + 3.0 * C.xxx;
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+
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+ // Permutations
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+
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+ i = mod( i, 289.0 );
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+ vec4 p = permute( permute( permute(
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+ i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
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+ + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
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+ + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
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+
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+ // Gradients
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+ // ( N*N points uniformly over a square, mapped onto an octahedron.)
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+
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+ float n_ = 1.0 / 7.0; // N=7
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+
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+ vec3 ns = n_ * D.wyz - D.xzx;
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+
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+ vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
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+
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+ vec4 x_ = floor( j * ns.z );
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+ vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
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+
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+ vec4 x = x_ *ns.x + ns.yyyy;
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+ vec4 y = y_ *ns.x + ns.yyyy;
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+ vec4 h = 1.0 - abs( x ) - abs( y );
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+
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+ vec4 b0 = vec4( x.xy, y.xy );
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+ vec4 b1 = vec4( x.zw, y.zw );
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+
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+
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+ vec4 s0 = floor( b0 ) * 2.0 + 1.0;
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+ vec4 s1 = floor( b1 ) * 2.0 + 1.0;
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+ vec4 sh = -step( h, vec4( 0.0 ) );
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+
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+ vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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+ vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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+
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+ vec3 p0 = vec3( a0.xy, h.x );
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+ vec3 p1 = vec3( a0.zw, h.y );
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+ vec3 p2 = vec3( a1.xy, h.z );
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+ vec3 p3 = vec3( a1.zw, h.w );
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+
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+ // Normalise gradients
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+
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+ vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
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+ p0 *= norm.x;
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+ p1 *= norm.y;
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+ p2 *= norm.z;
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+ p3 *= norm.w;
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+
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+ // Mix final noise value
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+
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+ vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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+ m = m * m;
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+ return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
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+ dot( p2, x2 ), dot( p3, x3 ) ) );
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+
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+ }
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+
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+ float surface3( vec3 coord ) {
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+
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+ float n = 0.0;
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+
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+ n += 1.0 * abs( snoise( coord ) );
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+ n += 0.5 * abs( snoise( coord * 2.0 ) );
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+ n += 0.25 * abs( snoise( coord * 4.0 ) );
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+ n += 0.125 * abs( snoise( coord * 8.0 ) );
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+
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+ return n;
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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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+ vec3 coord = vec3( vUv, -time );
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+ float n = surface3( coord );
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+
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+ gl_FragColor = vec4( vec3( n, n, n ), 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="vertexShader" type="x-shader/x-vertex">
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+
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+ varying vec2 vUv;
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+ uniform vec2 scale;
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+ uniform vec2 offset;
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+
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+ void main( void ) {
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+
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+ vUv = uv * scale + offset;
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+ gl_Position = projectionMatrix * modelViewMatrix * 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 id="vertexShaderFlip" type="x-shader/x-vertex">
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+
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+ varying vec2 vUv;
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+ uniform vec2 scale;
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+
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+ void main( void ) {
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+
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+ vUv = vec2( uv.x, 1.0 - uv.y ) * scale;
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+ gl_Position = projectionMatrix * modelViewMatrix * 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>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var MARGIN = 100;
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+
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+ var SCREEN_WIDTH = window.innerWidth;
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+ var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
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+
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+ var renderer, container, stats;
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+
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+ var camera, scene;
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+ var cameraOrtho, sceneRenderTarget;
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+
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+ var uniformsNoise, uniformsNormal,
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+ heightMap, normalMap,
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+ quadTarget;
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+
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+ var spotLight, pointLight;
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+
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+ var terrain;
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+
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+ var textureCounter = 0;
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+
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+ var animDelta = 0, animDeltaDir = -1;
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+ var lightVal = 0, lightDir = 1;
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+ var soundVal = 0, oldSoundVal = 0, soundDir = 1;
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+
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+ var clock = new THREE.Clock();
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+
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+ var morph, morphs = [];
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+
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+ var updateNoise = true;
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+
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+ var animateTerrain = false;
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+
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+ var textMesh1;
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+
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+ var mlib = {};
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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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+ container = document.getElementById( 'container' );
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+
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+ soundtrack = document.getElementById( "soundtrack" );
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+
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+ // SCENE (RENDER TARGET)
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+
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+ sceneRenderTarget = new THREE.Scene();
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+
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+ cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
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+ cameraOrtho.position.z = 100;
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+
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+ sceneRenderTarget.add( cameraOrtho );
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+
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+ // SCENE (FINAL)
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+
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+ scene = new THREE.Scene();
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+
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+ scene.fog = new THREE.Fog( 0x050505, 2000, 4000 );
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+ scene.fog.color.setHSV( 0.102, 0.9, 0.825 );
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+
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+ camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
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+ camera.position.set( -1200, 800, 1200 );
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+
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+ scene.add( camera );
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+
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+ controls = new THREE.TrackballControls( camera );
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+ controls.target.set( 0, 0, 0 );
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+
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+ controls.rotateSpeed = 1.0;
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+ controls.zoomSpeed = 1.2;
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+ controls.panSpeed = 0.8;
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+
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+ controls.noZoom = false;
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+ controls.noPan = false;
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+
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+ controls.staticMoving = false;
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+ controls.dynamicDampingFactor = 0.15;
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+
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+ controls.keys = [ 65, 83, 68 ];
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+
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+ // LIGHTS
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+
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+ scene.add( new THREE.AmbientLight( 0x111111 ) );
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+
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+ spotLight = new THREE.SpotLight( 0xffffff, 1.15 );
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+ spotLight.position.set( 500, 2000, 0 );
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+ spotLight.castShadow = true;
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+ scene.add( spotLight );
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+
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+ pointLight = new THREE.PointLight( 0xff4400, 1.5 );
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+ pointLight.position.set( 0, 0, 0 );
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+ scene.add( pointLight );
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+
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+
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+ // HEIGHT + NORMAL MAPS
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+
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+ var rx = 256, ry = 256;
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+ var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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+
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+ heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
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+ normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
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+
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+ uniformsNoise = {
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+
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+ time: { type: "f", value: 1.0 },
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+ scale: { type: "v2", value: new THREE.Vector2( 1.5, 1.5 ) },
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+ offset: { type: "v2", value: new THREE.Vector2( 0, 0 ) }
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+
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+ };
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+
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+ uniformsNormal = {
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+
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+ height: { type: "f", value: 0.05 },
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+ resolution: { type: "v2", value: new THREE.Vector2( rx, ry ) },
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+ scale: { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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+ heightMap: { type: "t", value: 1, texture: heightMap }
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+
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+ };
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+
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+ var vertexShader = document.getElementById( 'vertexShader' ).textContent;
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+ var vertexShaderFlip = document.getElementById( 'vertexShaderFlip' ).textContent;
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+
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+ var normalShader = THREE.ShaderTerrain[ "terrain" ];
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+
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+ uniformsNormalMap = THREE.UniformsUtils.clone( normalShader.uniforms );
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+
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+ uniformsNormalMap[ "tNormal" ].texture = normalMap;
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+ uniformsNormalMap[ "uNormalScale" ].value = 3.5;
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+
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+ uniformsNormalMap[ "tDisplacement" ].texture = heightMap;
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+
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+ uniformsNormalMap[ "tDiffuse1" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", null, loadTextures );
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+ uniformsNormalMap[ "tDiffuse2" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/backgrounddetailed6.jpg", null, loadTextures );
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+ uniformsNormalMap[ "tSpecular" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-specular.jpg", null, loadTextures );
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+ uniformsNormalMap[ "tDetail" ].texture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big-nm.jpg", null, loadTextures );
|
|
|
+
|
|
|
+ uniformsNormalMap[ "enableDiffuse1" ].value = true;
|
|
|
+ uniformsNormalMap[ "enableDiffuse2" ].value = true;
|
|
|
+ uniformsNormalMap[ "enableSpecular" ].value = true;
|
|
|
+
|
|
|
+ uniformsNormalMap[ "uDiffuseColor" ].value.setHex( 0xffffff );
|
|
|
+ uniformsNormalMap[ "uSpecularColor" ].value.setHex( 0xffffff );
|
|
|
+ uniformsNormalMap[ "uAmbientColor" ].value.setHex( 0x111111 );
|
|
|
+
|
|
|
+ uniformsNormalMap[ "uShininess" ].value = 30;
|
|
|
+
|
|
|
+ uniformsNormalMap[ "uDisplacementScale" ].value = 375;
|
|
|
+
|
|
|
+ uniformsNormalMap[ "tDiffuse1" ].texture.wrapS = uniformsNormalMap[ "tDiffuse1" ].texture.wrapT = THREE.RepeatWrapping;
|
|
|
+ uniformsNormalMap[ "tDiffuse2" ].texture.wrapS = uniformsNormalMap[ "tDiffuse2" ].texture.wrapT = THREE.RepeatWrapping;
|
|
|
+ uniformsNormalMap[ "tDetail" ].texture.wrapS = uniformsNormalMap[ "tDetail" ].texture.wrapT = THREE.RepeatWrapping;
|
|
|
+ uniformsNormalMap[ "tSpecular" ].texture.wrapS = uniformsNormalMap[ "tDetail" ].texture.wrapT = THREE.RepeatWrapping;
|
|
|
+ uniformsNormalMap[ "uRepeatOverlay" ].value.set( 6, 6 );
|
|
|
+
|
|
|
+ var params = [
|
|
|
+ [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
|
|
|
+ [ 'normal', document.getElementById( 'fragmentShaderNormal' ).textContent, vertexShaderFlip, uniformsNormal, false ],
|
|
|
+ [ 'terrain', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormalMap, true ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ for( var i = 0; i < params.length; i ++ ) {
|
|
|
+
|
|
|
+ material = new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: params[ i ][ 3 ],
|
|
|
+ vertexShader: params[ i ][ 2 ],
|
|
|
+ fragmentShader: params[ i ][ 1 ],
|
|
|
+ lights: params[ i ][ 4 ],
|
|
|
+ fog: true
|
|
|
+ } );
|
|
|
+
|
|
|
+ mlib[ params[ i ][ 0 ] ] = material;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ var plane = new THREE.PlaneGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
+
|
|
|
+ quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
|
|
|
+ quadTarget.position.z = -500;
|
|
|
+ sceneRenderTarget.addObject( quadTarget );
|
|
|
+
|
|
|
+ // TERRAIN MESH
|
|
|
+
|
|
|
+ var geometryTerrain = new THREE.PlaneGeometry( 6000, 6000, 256, 256 );
|
|
|
+ geometryTerrain.computeFaceNormals();
|
|
|
+ geometryTerrain.computeVertexNormals();
|
|
|
+ geometryTerrain.computeTangents();
|
|
|
+
|
|
|
+ terrain = new THREE.Mesh( geometryTerrain, mlib[ "terrain" ] );
|
|
|
+ terrain.rotation.set( -Math.PI/2, 0, 0 );
|
|
|
+ terrain.position.set( 0, -125, 0 );
|
|
|
+ terrain.visible = false;
|
|
|
+ scene.add( terrain );
|
|
|
+
|
|
|
+ // RENDERER
|
|
|
+
|
|
|
+ renderer = new THREE.WebGLRenderer();
|
|
|
+ renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
+ renderer.setClearColor( scene.fog.color, 1 );
|
|
|
+
|
|
|
+ renderer.domElement.style.position = "absolute";
|
|
|
+ renderer.domElement.style.top = MARGIN + "px";
|
|
|
+ renderer.domElement.style.left = "0px";
|
|
|
+
|
|
|
+ container.appendChild( renderer.domElement );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ renderer.gammaInput = true;
|
|
|
+ renderer.gammaOutput = true;
|
|
|
+
|
|
|
+
|
|
|
+ // STATS
|
|
|
+
|
|
|
+ stats = new Stats();
|
|
|
+ stats.domElement.style.position = 'absolute';
|
|
|
+ stats.domElement.style.top = '0px';
|
|
|
+ container.appendChild( stats.domElement );
|
|
|
+
|
|
|
+ stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
|
|
|
+ stats.domElement.children[ 0 ].style.background = "transparent";
|
|
|
+ stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
|
|
|
+
|
|
|
+ // EVENTS
|
|
|
+
|
|
|
+ onWindowResize();
|
|
|
+
|
|
|
+ window.addEventListener( 'resize', onWindowResize, false );
|
|
|
+
|
|
|
+ document.addEventListener( 'keydown', onKeyDown, false );
|
|
|
+ document.addEventListener( 'keyup', onKeyUp, false );
|
|
|
+
|
|
|
+ // COMPOSER
|
|
|
+
|
|
|
+ renderer.autoClear = false;
|
|
|
+
|
|
|
+ renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
|
|
|
+ renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
|
|
|
+
|
|
|
+ effectBloom = new THREE.BloomPass( 0.6 );
|
|
|
+ var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
|
|
|
+
|
|
|
+ hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
|
|
|
+ vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
|
|
|
+
|
|
|
+ var bluriness = 6;
|
|
|
+
|
|
|
+ hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
|
|
|
+ vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
|
|
|
+
|
|
|
+ hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
|
|
|
+
|
|
|
+ effectBleach.uniforms[ 'opacity' ].value = 0.65;
|
|
|
+
|
|
|
+ composer = new THREE.EffectComposer( renderer, renderTarget );
|
|
|
+
|
|
|
+ var renderModel = new THREE.RenderPass( scene, camera );
|
|
|
+
|
|
|
+ vblur.renderToScreen = true;
|
|
|
+
|
|
|
+ composer = new THREE.EffectComposer( renderer, renderTarget );
|
|
|
+
|
|
|
+ composer.addPass( renderModel );
|
|
|
+
|
|
|
+ composer.addPass( effectBloom );
|
|
|
+ //composer.addPass( effectBleach );
|
|
|
+
|
|
|
+ composer.addPass( hblur );
|
|
|
+ composer.addPass( vblur );
|
|
|
+
|
|
|
+ // MORPHS
|
|
|
+
|
|
|
+ function addMorph( geometry, speed, duration, x, y, z ) {
|
|
|
+
|
|
|
+ var material = new THREE.MeshLambertMaterial( { color: 0xffaa55, morphTargets: true, vertexColors: THREE.FaceColors } );
|
|
|
+
|
|
|
+ var meshAnim = new THREE.MorphAnimMesh( geometry, material );
|
|
|
+
|
|
|
+ meshAnim.speed = speed;
|
|
|
+ meshAnim.duration = duration;
|
|
|
+ meshAnim.time = 600 * Math.random();
|
|
|
+
|
|
|
+ meshAnim.position.set( x, y, z );
|
|
|
+ meshAnim.rotation.y = Math.PI/2;
|
|
|
+
|
|
|
+ meshAnim.castShadow = true;
|
|
|
+ meshAnim.receiveShadow = false;
|
|
|
+
|
|
|
+ scene.add( meshAnim );
|
|
|
+
|
|
|
+ morphs.push( meshAnim );
|
|
|
+
|
|
|
+ renderer.initWebGLObjects( scene );
|
|
|
+ renderer.initMaterial( material, scene.lights, scene.fog, meshAnim );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function morphColorsToFaceColors( geometry ) {
|
|
|
+
|
|
|
+ if ( geometry.morphColors && geometry.morphColors.length ) {
|
|
|
+
|
|
|
+ var colorMap = geometry.morphColors[ 0 ];
|
|
|
+
|
|
|
+ for ( var i = 0; i < colorMap.colors.length; i ++ ) {
|
|
|
+
|
|
|
+ geometry.faces[ i ].color = colorMap.colors[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var loader = new THREE.JSONLoader();
|
|
|
+
|
|
|
+ var startX = -3000;
|
|
|
+
|
|
|
+ loader.load( "models/animated/parrot.js", function( geometry ) {
|
|
|
+
|
|
|
+ morphColorsToFaceColors( geometry );
|
|
|
+ addMorph( geometry, 250, 500, startX -500, 500, 700 );
|
|
|
+ addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, -200 );
|
|
|
+ addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 200 );
|
|
|
+ addMorph( geometry, 250, 500, startX - Math.random() * 500, 500, 1000 );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ loader.load( "models/animated/flamingo.js", function( geometry ) {
|
|
|
+
|
|
|
+ morphColorsToFaceColors( geometry );
|
|
|
+ addMorph( geometry, 500, 1000, startX - Math.random() * 500, 350, 40 );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ loader.load( "models/animated/stork.js", function( geometry ) {
|
|
|
+
|
|
|
+ morphColorsToFaceColors( geometry );
|
|
|
+ addMorph( geometry, 350, 1000, startX - Math.random() * 500, 350, 340 );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ // PRE-INIT
|
|
|
+
|
|
|
+ renderer.initWebGLObjects( scene );
|
|
|
+ renderer.initMaterial( mlib[ "terrain" ], scene.lights, scene.fog, terrain );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function onWindowResize( event ) {
|
|
|
+
|
|
|
+ SCREEN_WIDTH = window.innerWidth;
|
|
|
+ SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
|
|
|
+
|
|
|
+ renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
+
|
|
|
+ camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function onKeyDown ( event ) {
|
|
|
+
|
|
|
+ switch( event.keyCode ) {
|
|
|
+
|
|
|
+ case 78: /*N*/ lightDir *= -1; break;
|
|
|
+ case 77: /*M*/ animDeltaDir *= -1; break;
|
|
|
+ case 66: /*B*/ soundDir *= -1; break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function onKeyUp ( event ) {
|
|
|
+
|
|
|
+ switch( event.keyCode ) {
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function loadTextures() {
|
|
|
+
|
|
|
+ textureCounter += 1;
|
|
|
+
|
|
|
+ if ( textureCounter == 4 ) {
|
|
|
+
|
|
|
+ terrain.visible = true;
|
|
|
+
|
|
|
+ document.getElementById( "loading" ).style.display = "none";
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function animate() {
|
|
|
+
|
|
|
+ requestAnimationFrame( animate );
|
|
|
+
|
|
|
+ render();
|
|
|
+ stats.update();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function render() {
|
|
|
+
|
|
|
+ var delta = clock.getDelta();
|
|
|
+
|
|
|
+ soundVal = THREE.Math.clamp( soundVal + delta * soundDir, 0, 1 );
|
|
|
+
|
|
|
+ if ( soundVal !== oldSoundVal ) {
|
|
|
+
|
|
|
+ if ( soundtrack ) {
|
|
|
+
|
|
|
+ soundtrack.volume = soundVal;
|
|
|
+ oldSoundVal = soundVal;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( terrain.visible ) {
|
|
|
+
|
|
|
+ controls.update();
|
|
|
+
|
|
|
+ var time = Date.now() * 0.001;
|
|
|
+
|
|
|
+ var fLow = 0.4, fHigh = 0.825;
|
|
|
+
|
|
|
+ lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );
|
|
|
+
|
|
|
+ var valNorm = ( lightVal - fLow ) / ( fHigh - fLow );
|
|
|
+
|
|
|
+ var sat = THREE.Math.mapLinear( valNorm, 0, 1, 0.95, 0.25 );
|
|
|
+ scene.fog.color.setHSV( 0.1, sat, lightVal );
|
|
|
+
|
|
|
+ renderer.setClearColor( scene.fog.color, 1 );
|
|
|
+
|
|
|
+ spotLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 );
|
|
|
+ pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 );
|
|
|
+
|
|
|
+ uniformsNormalMap[ "uNormalScale" ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 );
|
|
|
+
|
|
|
+ if ( updateNoise ) {
|
|
|
+
|
|
|
+ animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 );
|
|
|
+ uniformsNoise.time.value += delta * animDelta;
|
|
|
+
|
|
|
+ uniformsNoise.offset.value.x += delta * 0.05;
|
|
|
+
|
|
|
+ uniformsNormalMap.uOffset.value.x = 4 * uniformsNoise.offset.value.x;
|
|
|
+
|
|
|
+ quadTarget.material = mlib[ "heightmap" ];
|
|
|
+ renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true );
|
|
|
+
|
|
|
+ quadTarget.material = mlib[ "normal" ];
|
|
|
+ renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true );
|
|
|
+
|
|
|
+ //updateNoise = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ for ( var i = 0; i < morphs.length; i ++ ) {
|
|
|
+
|
|
|
+ morph = morphs[ i ];
|
|
|
+
|
|
|
+ morph.updateAnimation( 1000 * delta );
|
|
|
+
|
|
|
+ morph.position.x += morph.speed * delta;
|
|
|
+
|
|
|
+ if ( morph.position.x > 2000 ) {
|
|
|
+
|
|
|
+ morph.position.x = -1500 - Math.random() * 500;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //renderer.render( scene, camera );
|
|
|
+ composer.render( 0.1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ </script>
|
|
|
+
|
|
|
+ </body>
|
|
|
+</html>
|