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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js WebGL 2 - clip cull distance</title>
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+ <meta charset="utf-8" />
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" />
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+ <link type="text/css" rel="stylesheet" href="main.css" />
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+ </head>
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+ <body>
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+ <div id="container"></div>
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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener" >three.js</a> - vertex shader clipping via
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+ <a href="https://registry.khronos.org/webgl/extensions/WEBGL_clip_cull_distance/" target="_blank" rel="noopener" >WEBGL_clip_cull_distance</a>
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+ <div id="notSupported" style="display:none">WEBGL_clip_cull_distance not supported</div>
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+ </div>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+
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+ uniform float time;
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+
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+ varying vec4 vColor;
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+
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+ void main() {
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+
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+ vColor = color;
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+
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+ #ifdef USE_CLIP_DISTANCE
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+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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+ gl_ClipDistance[ 0 ] = worldPosition.x - sin( time ) * ( 0.5 );
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+ #endif
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+
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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="fragmentShader" type="x-shader/x-fragment">
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+
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+ varying vec4 vColor;
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+
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+ void main() {
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+
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+ gl_FragColor = vColor;
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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 type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.module.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+ import * as THREE from 'three';
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import Stats from 'three/addons/libs/stats.module.js';
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+
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+ let camera, controls, clock, scene, renderer, stats;
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+
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+ let material;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
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+ camera.position.z = 2;
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+
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+ scene = new THREE.Scene();
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+
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+ clock = new THREE.Clock();
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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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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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+ if ( renderer.extensions.has( 'WEBGL_clip_cull_distance' ) === false ) {
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+
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+ document.getElementById( 'notSupported' ).style.display = '';
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+ return;
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+
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+ }
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+
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+ const ext = renderer
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+ .getContext()
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+ .getExtension( 'WEBGL_clip_cull_distance' );
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+ const gl = renderer.getContext();
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+
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+ gl.enable( ext.CLIP_DISTANCE0_WEBGL );
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+
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+ // geometry
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+
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+ const vertexCount = 200 * 3;
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+
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+ const geometry = new THREE.BufferGeometry();
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+
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+ const positions = [];
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+ const colors = [];
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+
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+ for ( let i = 0; i < vertexCount; i ++ ) {
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+
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+ // adding x,y,z
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+ positions.push( Math.random() - 0.5 );
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+ positions.push( Math.random() - 0.5 );
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+ positions.push( Math.random() - 0.5 );
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+
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+ // adding r,g,b,a
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+ colors.push( Math.random() * 255 );
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+ colors.push( Math.random() * 255 );
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+ colors.push( Math.random() * 255 );
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+ colors.push( Math.random() * 255 );
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+
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+ }
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+
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+ const positionAttribute = new THREE.Float32BufferAttribute( positions, 3 );
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+ const colorAttribute = new THREE.Uint8BufferAttribute( colors, 4 );
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+ colorAttribute.normalized = true;
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+
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+ geometry.setAttribute( 'position', positionAttribute );
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+ geometry.setAttribute( 'color', colorAttribute );
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+
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+ // material
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+
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+ material = new THREE.ShaderMaterial( {
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+
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+ uniforms: {
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+ time: { value: 1.0 }
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+ },
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+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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+ side: THREE.DoubleSide,
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+ transparent: true,
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+ vertexColors: true
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+
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+ } );
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+
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+ material.extensions.clipCullDistance = true;
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+
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+ const 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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+ controls = new OrbitControls( camera, renderer.domElement );
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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.dom );
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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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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ controls.update();
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+ stats.update();
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+
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+ material.uniforms.time.value = clock.getElapsedTime();
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+ </script>
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+ </body>
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+</html>
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