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HTML

              
                <canvas id="canvas"></canvas>
              
            
!

CSS

              
                    html {
    	overflow: hidden;
    	touch-action: none;
    	content-zooming: none;
    }
    
    body {
    	position: absolute;
    	margin: 0;
    	padding: 0;
    	width: 100%;
    	height: 100%;
    	background: #000;
    }
    
    #canvas {
    	position: absolute;
    	width: 100%;
    	height: 100%;
    	background: #000;
    	image-rendering: auto;
    }
              
            
!

JS

              
                /**
 * Soft Shadow Mapping tutorial,
 * original CoffeeScript and shaders code
 * by Florian Boesch - @pyalot
 * http://codeflow.org/entries/2013/feb/15/soft-shadow-mapping/
 * ---------------------------------------------
 * Adapted to ES6 by Gerard Ferrandez - @ge1doot
 */


/**
 * setup canvas & webgl framework
 */
const canvas = new Canvas("canvas");
const gl = new WebGL(canvas)
	.depthTest();
const pointer = new Pointer(canvas);

gl.getExtension('OES_texture_half_float');
gl.getExtension('OES_texture_half_float_linear');
gl.getExtension('OES_standard_derivatives');

canvas.enableFullscreen({
	position: 'absolute',
	right: '7px',
	bottom: '7px',
	cursor: 'pointer',
	background: '#1e1e1e',
	fontFamily: 'Lato, Lucida Grande, Lucida Sans Unicode, Tahoma, Sans-Serif',
	fontSize: '0.8rem',
	padding: '2px 7px',
	borderRadius: '3px',
	border: '3px solid transparent',
	color: 'white',
	whiteSpace: 'nowrap',
	textAlign: 'center'
});

/**
 * VSM Shader programs
 */

const displayShader = gl.shader({

	vertex: `
		varying vec3 vWorldNormal;
		varying vec4 vWorldPosition;
		uniform mat4 camProj, camView;
		uniform mat4 model;
		attribute vec3 position, normal;

		void main(){
			vWorldNormal = normal;
			vWorldPosition = model * vec4(position, 1.0);
			gl_Position = camProj * camView * vWorldPosition;
		}
	`,

	fragment: `
		varying vec3 vWorldNormal;
		varying vec4 vWorldPosition;
		uniform vec3 globalColor, modelColor;
		uniform mat4 camView;
		uniform mat4 lightProj, lightView;
		uniform mat3 lightRot;
		uniform sampler2D sLightDepth;

		float linstep(float low, float high, float v){
			return clamp((v-low)/(high-low), 0.0, 1.0);
		}

		float VSM(sampler2D depths, vec2 uv, float compare){
			vec2 moments = texture2D(depths, uv).xy;
			float p = smoothstep(compare-0.02, compare, moments.x);
			float variance = max(moments.y - moments.x*moments.x, -0.001);
			float d = compare - moments.x;
			float p_max = linstep(0.4, 1.0, variance / (variance + d*d));
			return clamp(max(p, p_max), 0.0, 1.0);
		}

		float influence(vec3 normal, float coneAngle){
			float minConeAngle = ((360.0-coneAngle-1.0)/360.0)*PI;
			float maxConeAngle = ((360.0-coneAngle)/360.0)*PI;
			return smoothstep(minConeAngle, maxConeAngle, acos(normal.z));
		}

		float lambert(vec3 surfaceNormal, vec3 lightDirNormal){
			return max(0.0, dot(surfaceNormal, lightDirNormal));
		}

		void main(){
			vec3 worldNormal = normalize(vWorldNormal);
			vec3 camPos = (camView * vWorldPosition).xyz;
			vec3 lightPos = (lightView * vWorldPosition).xyz;
			vec3 lightPosNormal = normalize(lightPos);
			vec3 lightSurfaceNormal = lightRot * worldNormal;
			vec4 lightDevice = lightProj * vec4(lightPos, 1.0);
			vec2 lightDeviceNormal = lightDevice.xy/lightDevice.w;
			vec2 lightUV = lightDeviceNormal*0.5+0.5;

			// shadow calculation
			float lightDepth2 = clamp(length(lightPos)/40.0, 0.0, 1.0);
			float illuminated = VSM(sLightDepth, lightUV, lightDepth2);

			vec3 excident = (
				globalColor * modelColor *
				lambert(lightSurfaceNormal, -lightPosNormal) *
				influence(lightPosNormal, 50.0) *
				illuminated
			);

			gl_FragColor = vec4(excident, 1.0);
		}
`
});

const lightShader = gl.shader({

	vertex: `
		varying vec3 vWorldNormal;
		varying vec4 vWorldPosition;
		uniform mat4 lightProj, lightView;
		uniform mat4 model;
		attribute vec3 position, normal;

		void main(){
			vWorldNormal = normal;
			vWorldPosition = model * vec4(position, 1.0);
			gl_Position = lightProj * lightView * vWorldPosition;
		}
	`,

	fragment: `
		#extension GL_OES_standard_derivatives : enable
		varying vec3 vWorldNormal;
		varying vec4 vWorldPosition;
		uniform mat4 lightView;

		void main(){
			vec3 worldNormal = normalize(vWorldNormal);
			vec3 lightPos = (lightView * vWorldPosition).xyz;
			float depth = clamp(length(lightPos)/40.0, 0.0, 1.0);
			float dx = dFdx(depth);
			float dy = dFdy(depth);
			gl_FragColor = vec4(depth, pow(depth, 2.0) + 0.25*(dx*dx + dy*dy), 0.0, 1.0);
		}
	`
});

const lightDepthTexture = gl.texture({
		type: 0x8D61, // HALF_FLOAT_OES
		channels: 'rgba'
	})
	.bind()
	.setSize(2048, 2048)
	.linear()
	.clampToEdge();

const lightFramebuffer = gl.framebuffer()
	.bind()
	.color(lightDepthTexture)
	.depth()
	.unbind();

const boxFilter = gl.filter(1024);

/**
 * matrix setup
 */
const lightProj = gl.mat4()
	.perspective({
		fov: 60
	}, 1, {
		near: 0.01,
		far: 40
	});

const camProj = gl.mat4();
const camView = gl.mat4();
const lightView = gl.mat4();
const lightRot = gl.mat3();
const model = gl.mat4();


/**
 * state variables
 */
let cx = 0;
let cy = 0;
let camDist = 15;
let camRot = 140;
let camPitch = 41;
let lightRoty = camRot + 30;


/**
 * scene geometry
 */
const cubeGeom = gl.drawable(gl.cube());
const planeGeom = gl.drawable(gl.plane(60));
const sphereGeom = gl.drawable(gl.sphere(1, 36));
const cylinderGeom = gl.drawable(gl.cylinder(1, 36));

const scene = [

	// ground
	[planeGeom, gl.mat4()
				.trans(0, 0, 0), 0.35, 0.25, 0.25],

	// wall & window
	[cubeGeom, gl.mat4()
				.trans(0, 1, 5)
				.scale(6, 1, 0.3), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(0, 5, 5)
				.scale(6, 1, 0.3), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(4, 3, 5)
				.scale(2, 1, 0.3), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(-4, 3, 5)
				.scale(2, 1, 0.3), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(0, 3, 5)
				.scale(0.06, 1, 0.06), 0.5, 0.5, 0.5],
	[cubeGeom, gl.mat4()
				.trans(0, 3, 5)
				.scale(2, 0.06, 0.06), 0.5, 0.5, 0.5],

	// table
	[cubeGeom, gl.mat4()
				.trans(0, 2, 1.5)
				.scale(3, 0.1, 2), 0.25, 0.25, 0.25],
	[cubeGeom, gl.mat4()
				.trans(2.3, 1, 0)
				.scale(0.15, 1, 0.15), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(-2.3, 1, 0)
				.scale(0.15, 1, 0.15), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(2.3, 1, 2.9)
				.scale(0.15, 1, 0.15), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.trans(-2.3, 1, 2.9)
				.scale(0.15, 1, 0.15), 1, 1, 1],

	// bench
	[cubeGeom, gl.mat4()
				.rotatey(-130)
				.trans(0, 1, 3.5)
				.scale(2.5, 0.12, 0.5), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.rotatey(-130)
				.trans(-2.3, 0.5, 3.5)
				.scale(0.1, 0.5, 0.1), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.rotatey(-130)
				.trans(2.3, 0.5, 3.5)
				.scale(0.1, 0.5, 0.1), 1, 1, 1],

	// chair
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(-0, 1.25, -1.5)
				.scale(0.6, 0.1, 0.6), 1, 0, 0],
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(-0, 1.5, -2)
				.scale(0.15, 0.5, 0.03), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(-0, 2.5, -2)
				.scale(0.5, 0.5, 0.08), 1, 0, 0],
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(0.4, 0.625, -1.0)
				.scale(0.06, 0.625, 0.06), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(-0.4, 0.625, -1.0)
				.scale(0.06, 0.625, 0.06), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(0.4, 0.625, -2)
				.scale(0.06, 0.625, 0.06), 1, 1, 1],
	[cubeGeom, gl.mat4()
				.rotatey(-20)
				.trans(-0.4, 0.625, -2)
				.scale(0.06, 0.625, 0.06), 1, 1, 1],

	// structure
	[cylinderGeom, gl.mat4()
				.trans(4, 3, -4)
				.scale(0.25, 4, 0.25), 0.25, 0.25, 0.25],
	[cylinderGeom, gl.mat4()
				.trans(-4, 3, -4)
				.scale(0.25, 4, 0.25), 0.25, 0.25, 0.25],
	[cubeGeom, gl.mat4()
				.trans(0, 5.5, -4)
				.scale(5, 0.12, 0.06), 1, 1, 1],
	[sphereGeom, gl.mat4()
				.trans(0, 6, 1)
				.scale(0.25, 0.25, 0.25), 1, 1, 1]

];

// roof
for (let i = -4; i <= 4; i += 0.5) {
	scene.push(
	    [cylinderGeom, gl.mat4()
					.trans(i, 5.5, 0.5)
					.scale(0.025, 0.025, 4.5), 0.25, 0.25, 0.25]
	);
}

/**
 * drawing functions
 */
let k = 0

function drawScene(shader) {

	for (let m of scene) {
		shader.vec3('modelColor', m[2], m[3], m[4])
			.mat4('model', m[1])
			.draw(m[0]);
	}

	/**
	 * fan
	 */
	shader.vec3('modelColor', 1, 0, 0)
		.mat4('model', gl.mat4()
		.trans(0, 6, 1)
		.rotatey(k + 90)
		.scale(3, 0.1, 0.3)
	)
	.draw(sphereGeom);

	shader.vec3('modelColor', 1, 0, 0)
		.mat4('model', gl.mat4()
		.trans(0, 6, 1)
		.rotatey(k++)
		.scale(3, 0.1, 0.3)
	)
	.draw(sphereGeom);

	/**
	 * sphere
	 */
	shader.vec3('modelColor', 1, 0, 0)
		.mat4('model', gl.mat4()
		.trans(0, 3.8 + 0.75 * Math.cos(k * 0.01), 1)
		.scale(0.7, 0.66, 0.7)
	)
	.draw(sphereGeom);

}

function drawLight() {

	lightFramebuffer.bind();

	gl.viewport(0, 0, lightDepthTexture.width, lightDepthTexture.height)
		.clearColor(1, 1, 1, 1)
		.clearDepth(1)
		.cullFace();

	lightShader.use()
		.mat4('lightView', lightView)
		.mat4('lightProj', lightProj)
		.mat3('lightRot', lightRot);

	drawScene(lightShader);

	lightFramebuffer.unbind();

	boxFilter.apply(lightDepthTexture);

}

function drawCamera() {

	gl
		.adjustSize()
		.viewport()
		.cullFace()
		.clearColor(0, 0, 0, 0)
		.clearDepth(1);

	camProj.perspective({
		fov: 60,
		aspect: gl.aspect,
		near: 0.01,
		far: 100
	});

	camView
		.ident()
		.trans(0, -1, -camDist)
		.rotatex(camPitch)
		.rotatey(camRot);

	displayShader
		.use()
		.vec3('globalColor', 2.0, 1.9, 1.4)
		.mat4('camProj', camProj)
		.mat4('camView', camView)
		.mat4('lightView', lightView)
		.mat4('lightProj', lightProj)
		.mat3('lightRot', lightRot)
		.sampler('sLightDepth', boxFilter);

	drawScene(displayShader);

}


/**
 * mainloop
 */

function draw() {

	requestAnimationFrame(draw);

	if (pointer.isDown) {
		cx += (pointer.x - pointer.xold) / 50;
		cy += (pointer.y - pointer.yold) / 50;
	}

	camRot += cx * 1.5 + 0.02;
	camPitch += cy * 1.25;
	if (camPitch > 85) camPitch = 85;
	else if (camPitch < 1) camPitch = 1;

	camDist += pointer.z * 0.1;
	pointer.z *= 0.9;
	if (camDist < 8) camDist = 8;
	else if (camDist > 50) camDist = 50;

	cx *= 0.95;
	cy *= 0.95;
	pointer.xold = pointer.x;
	pointer.yold = pointer.y;

	lightRoty += (camRot - lightRoty) / 140;
	lightView.ident()
		.trans(0, 0, -15)
		.rotatex(40)
		.rotatey(180 - lightRoty + camRot);
	lightRot.fromMat4Rot(lightView);

	drawLight();
	drawCamera();

}

draw();
              
            
!
999px

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