| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 | <!DOCTYPE html><html lang="en">	<head>		<title>three.js webgl - buffer geometry custom attributes - particles</title>		<meta charset="utf-8">		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">		<link type="text/css" rel="stylesheet" href="main.css">	</head>	<body>		<div id="container"></div>		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - particles</div>		<script type="x-shader/x-vertex" id="vertexshader">			attribute float size;			varying vec3 vColor;			void main() {				vColor = color;				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );				gl_PointSize = size * ( 300.0 / -mvPosition.z );				gl_Position = projectionMatrix * mvPosition;			}		</script>		<script type="x-shader/x-fragment" id="fragmentshader">			uniform sampler2D pointTexture;			varying vec3 vColor;			void main() {				gl_FragColor = vec4( vColor, 1.0 );				gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );			}		</script>		<script type="module">			import * as THREE from '../build/three.module.js';			import Stats from './jsm/libs/stats.module.js';			var renderer, scene, camera, stats;			var particleSystem, uniforms, geometry;			var particles = 100000;			init();			animate();			function init() {				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );				camera.position.z = 300;				scene = new THREE.Scene();				uniforms = {					pointTexture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }				};				var shaderMaterial = new THREE.ShaderMaterial( {					uniforms: uniforms,					vertexShader: document.getElementById( 'vertexshader' ).textContent,					fragmentShader: document.getElementById( 'fragmentshader' ).textContent,					blending: THREE.AdditiveBlending,					depthTest: false,					transparent: true,					vertexColors: true				} );				var radius = 200;				geometry = new THREE.BufferGeometry();				var positions = [];				var colors = [];				var sizes = [];				var color = new THREE.Color();				for ( var i = 0; i < particles; i ++ ) {					positions.push( ( Math.random() * 2 - 1 ) * radius );					positions.push( ( Math.random() * 2 - 1 ) * radius );					positions.push( ( Math.random() * 2 - 1 ) * radius );					color.setHSL( i / particles, 1.0, 0.5 );					colors.push( color.r, color.g, color.b );					sizes.push( 20 );				}				geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );				geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );				geometry.addAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setUsage( THREE.DynamicDrawUsage ) );				particleSystem = new THREE.Points( geometry, shaderMaterial );				scene.add( particleSystem );				renderer = new THREE.WebGLRenderer();				renderer.setPixelRatio( window.devicePixelRatio );				renderer.setSize( window.innerWidth, window.innerHeight );				var container = document.getElementById( 'container' );				container.appendChild( renderer.domElement );				stats = new Stats();				container.appendChild( stats.dom );				//				window.addEventListener( 'resize', onWindowResize, false );			}			function onWindowResize() {				camera.aspect = window.innerWidth / window.innerHeight;				camera.updateProjectionMatrix();				renderer.setSize( window.innerWidth, window.innerHeight );			}			function animate() {				requestAnimationFrame( animate );				render();				stats.update();			}			function render() {				var time = Date.now() * 0.005;				particleSystem.rotation.z = 0.01 * time;				var sizes = geometry.attributes.size.array;				for ( var i = 0; i < particles; i ++ ) {					sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );				}				geometry.attributes.size.needsUpdate = true;				renderer.render( scene, camera );			}		</script></body></html>
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