JavaScript preprocessors can help make authoring JavaScript easier and more convenient. For instance, CoffeeScript can help prevent easy-to-make mistakes and offer a cleaner syntax and Babel can bring ECMAScript 6 features to browsers that only support ECMAScript 5.

Any URL's added here will be added as `<script>`

s in order, and run *before* the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

` ````
<script type="x-shader/x-vertex" id="vertexshader">
precision highp float;
attribute float size;
uniform vec4 planet1;
uniform vec4 planet2;
varying float vDisplay;
varying float vColor;
vec4 distanceTo(vec3 p1, vec4 p2){ // simple function that returns a vec4 of the distance between 3d points. each position being that axis' distance. the 4th position being the overall distance
vec3 d = vec3(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
return vec4(abs(d.x),
abs(d.y),
abs(d.z),
sqrt(d.x*d.x + d.y*d.y + d.z*d.z));
}
void main() {
vec3 p = position;
float g = 5000.; // constant rate of gravity, I treat it sort of like a scaler
vec4 distP1 = distanceTo(p, planet1); // get distance from point to planet
//vec4 distP2 = distanceTo(p, planet2);
vec3 vp1 = vec3(p.x - planet1.x, p.y - planet1.y, p.z - planet1.z); // find vector between point and planet (kind of like the angle between the two points)
//vec3 vp2 = vec3(p.x - planet2.x, p.y - planet2.y, p.z - planet2.z);
float pull = (g*planet1.w) / (distP1.w * distP1.w); // find the amount gravity is effecting this point
vec3 newp = p.xyz + (-pull * vp1.xyz); // push the point towards the planet with the "angle" vector we made above, with the amount set in the pull variable
//pull = (g*planet2.w) / (distP2.w * distP2.w);
//newp = newp.xyz + (-pull * vp2.xyz);
gl_PointSize = 1.;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newp, 1.0);
vDisplay = 0.;
if(pull < 1.){ vDisplay = 1.; } // hide overly-pulled vertex's
vColor = clamp(pull, 0.133333333, 1.);
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D texture;
uniform vec2 resolution;
varying float vDisplay;
varying float vColor;
void main() {
vec2 st = gl_FragCoord.xy/resolution.xy;
st.x *= resolution.x/resolution.y;
float c = clamp(vColor, 0.0, 0.4);
gl_FragColor = vec4(c, c, c, vDisplay );
}
</script>
```

` ````
html, body {
margin: 0;
overflow: hidden;
background-color: #222;
display: flex;
height: 100%;
width: 100%;
}
canvas {
width: 100%;
height: 100%;
}
```

` ````
/*
The main logic in this app is in the HTML tab
within the Vertex Shader code
*/
var container = document.body;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, container.offsetWidth / container.offsetHeight, 0.1, 1000000 );
var uScale = container.offsetWidth / 178960000*80000;
var renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize( container.offsetWidth, container.offsetHeight );
container.appendChild( renderer.domElement );
var startTime = new Date().getTime();
var currentTime = 0;
var planetGeom = new THREE.SphereGeometry( Math.floor(6371*uScale), 32, 32 );
var planetMaterial = new THREE.MeshBasicMaterial( {color: 0xffffff} );
var planet1 = new THREE.Mesh( planetGeom, planetMaterial );
//planet1.mass = 0;
planet1.mass = 59720*uScale;
scene.add( planet1 );
var planetGeom = new THREE.SphereGeometry( Math.floor(1737*uScale), 32, 32 );
var planetMaterial = new THREE.MeshBasicMaterial( {color: 0xcccccc} );
var planet2 = new THREE.Mesh( planetGeom, planetMaterial );
planet2.dist = 384400*uScale;
planet2.mass = 735*uScale;
//scene.add( planet2 );
// adding in multi-planet support (almost there)
var geometry = new THREE.BufferGeometry();
var uniforms = {
time: { value: 1.0 },
resolution: { value: new THREE.Vector2(container.offsetWidth, container.offsetHeight) },
planet1: { value: new THREE.Vector4(planet1.position.x, planet1.position.y, planet1.position.z, planet1.mass) },
planet2: { value: new THREE.Vector4(planet2.position.x, planet2.position.y, planet2.position.z, planet2.mass) }
}
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 pointDist = 1;
var lineScale = 22;
var scale = Math.floor(64*8);
var radius = Math.floor(196);
var geometry = new THREE.BufferGeometry();
var positions = [];
var sizes = [];
function mod(x,y){
return x % y;
}
for ( var x = 0; x + pointDist < scale; x += pointDist) {
for ( var y = 0; y + pointDist < scale; y += pointDist) {
for ( var z = 0; z + pointDist < scale; z += pointDist) {
if((mod(x, lineScale) < 1. && mod(y, lineScale) < 1.) || (mod(y, lineScale) < 1. && mod(z, lineScale) < 1.) || (mod(x, lineScale) < 1. && mod(z, lineScale) < 1.)){
positions.push( (x - (scale/2)) * radius );
positions.push( (y - (scale/2)) * radius );
positions.push( (z - (scale/2)) * radius );
sizes.push( 1 );
}
}
}
}
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
//geometry.addAttribute( 'sPosition', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setDynamic( true ) );
var spacetime = new THREE.Points( geometry, shaderMaterial );
spacetime.position.x = 0;
spacetime.position.y = 0;
spacetime.position.z = 0;
scene.add( spacetime );
camera.position.y = 0;
camera.position.x = 0;
camera.position.z = 20000;
function animate() {
var now = new Date().getTime();
currentTime = (now - startTime) / 1000;
uniforms.time.value = currentTime;
planet1.position.x = Math.cos(currentTime)*2000;
planet1.position.y = Math.sin(-currentTime)*2000;
planet2.position.x = planet1.position.x + Math.cos(currentTime)*planet2.dist * uScale;
planet2.position.y = planet1.position.y + Math.sin(currentTime)*planet2.dist * uScale;
uniforms.planet1.value = new THREE.Vector4(planet1.position.x, planet1.position.y, planet1.position.z, planet1.mass);
uniforms.planet2.value = new THREE.Vector4(planet2.position.x, planet2.position.y, planet2.position.z, planet2.mass);
scene.rotation.z += 0.0002;
scene.rotation.y += 0.001;
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
animate();
```

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