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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 - cloud</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 - cloud
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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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+ const INITIAL_CLOUD_SIZE = 128;
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+
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+ let renderer, scene, camera;
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+ let mesh;
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+ let prevTime = performance.now();
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+ let cloudTexture = null;
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+
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+ init();
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+ animate();
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+
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+ function generateCloudTexture( size, scaleFactor = 1.0 ) {
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+
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+ const data = new Uint8Array( size * size * size );
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+ const scale = scaleFactor * 10.0 / size;
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+
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+ let i = 0;
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+ const perlin = new ImprovedNoise();
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+ const vector = new THREE.Vector3();
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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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+ const dist = vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
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+ const fadingFactor = ( 1.0 - dist ) * ( 1.0 - dist );
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+ data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * fadingFactor;
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+
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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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+ return new THREE.DataTexture3D( data, size, size, size );
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+
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+ }
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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, 1.5 );
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+
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+ new OrbitControls( camera, renderer.domElement );
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+
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+ // Sky
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+
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+ const canvas = document.createElement( 'canvas' );
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+ canvas.width = 1;
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+ canvas.height = 32;
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+
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+ const context = canvas.getContext( '2d' );
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+ const gradient = context.createLinearGradient( 0, 0, 0, 32 );
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+ gradient.addColorStop( 0.0, '#014a84' );
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+ gradient.addColorStop( 0.5, '#0561a0' );
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+ gradient.addColorStop( 1.0, '#437ab6' );
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+ context.fillStyle = gradient;
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+ context.fillRect( 0, 0, 1, 32 );
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+
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+ const sky = new THREE.Mesh(
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+ new THREE.SphereGeometry( 10 ),
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+ new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } )
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+ );
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+ scene.add( sky );
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+
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+ // Texture
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+
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+ const texture = new THREE.DataTexture3D(
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+ new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
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+ INITIAL_CLOUD_SIZE,
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+ INITIAL_CLOUD_SIZE,
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+ INITIAL_CLOUD_SIZE
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+ );
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+ texture.format = THREE.RedFormat;
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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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+ cloudTexture = texture;
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+
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+ // Material
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+
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+ const vertexShader = /* glsl */`
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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 mvPosition = 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 * mvPosition;
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+ }
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+ `;
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+
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+ const fragmentShader = /* glsl */`
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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 vec3 base;
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+ uniform sampler3D map;
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+
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+ uniform float threshold;
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+ uniform float range;
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+ uniform float opacity;
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+ uniform float steps;
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+ uniform float frame;
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+
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+ uint wang_hash(uint seed)
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+ {
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+ seed = (seed ^ 61u) ^ (seed >> 16u);
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+ seed *= 9u;
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+ seed = seed ^ (seed >> 4u);
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+ seed *= 0x27d4eb2du;
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+ seed = seed ^ (seed >> 15u);
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+ return seed;
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+ }
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+
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+ float randomFloat(inout uint seed)
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+ {
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+ return float(wang_hash(seed)) / 4294967296.;
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+ }
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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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+ float shading( vec3 coord ) {
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+ float step = 0.01;
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+ return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
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+ }
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+
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+ void main(){
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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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+ // Jitter
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+
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+ // Nice little seed from
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+ // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
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+ uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
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+ vec3 size = vec3( textureSize( map, 0 ) );
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+ float randNum = randomFloat( seed ) * 2.0 - 1.0;
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+ p += rayDir * randNum * ( 1.0 / size );
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+
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+ //
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+
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+ vec4 ac = vec4( base, 0.0 );
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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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+ d = smoothstep( threshold - range, threshold + range, d ) * opacity;
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+
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+ float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
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+
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+ ac.rgb += ( 1.0 - ac.a ) * d * col;
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+
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+ ac.a += ( 1.0 - ac.a ) * d;
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+
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+ if ( ac.a >= 0.95 ) break;
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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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+ color = ac;
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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.BoxGeometry( 1, 1, 1 );
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+ const material = new THREE.RawShaderMaterial( {
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+ glslVersion: THREE.GLSL3,
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+ uniforms: {
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+ base: { value: new THREE.Color( 0x798aa0 ) },
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+ map: { value: texture },
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+ cameraPos: { value: new THREE.Vector3() },
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+ threshold: { value: 0.25 },
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+ opacity: { value: 0.25 },
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+ range: { value: 0.1 },
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+ steps: { value: 100 },
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+ frame: { value: 0 }
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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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+ transparent: true
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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 = {
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+ threshold: 0.25,
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+ opacity: 0.25,
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+ range: 0.1,
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+ steps: 100
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+ };
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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.opacity.value = parameters.opacity;
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+ material.uniforms.range.value = parameters.range;
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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, 'opacity', 0, 1, 0.01 ).onChange( update );
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+ gui.add( parameters, 'range', 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 );
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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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+ let curr = 0;
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+ const countPerRow = 4;
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+ const countPerSlice = countPerRow * countPerRow;
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+ const sliceCount = 4;
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+ const totalCount = sliceCount * countPerSlice;
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+ const margins = 8;
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+
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+ const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
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+ const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
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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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+ const time = performance.now();
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+ if ( time - prevTime > 1500.0 && curr < totalCount ) {
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+
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+ const position = new THREE.Vector3(
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+ Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
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+ ( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
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+ Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
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+ ).floor();
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+
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+ const maxDimension = perElementPaddedSize - 1;
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+ const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
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+ const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
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+ const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
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+
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+ renderer.copyTextureToTexture3D( box, position, source, cloudTexture );
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+
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+ prevTime = time;
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+
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+ curr ++;
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+
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+ }
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+
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+ mesh.material.uniforms.cameraPos.value.copy( camera.position );
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+ // mesh.rotation.y = - performance.now() / 7500;
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+
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+ mesh.material.uniforms.frame.value ++;
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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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