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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.

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JS

              
                const vertexShader = `
varying vec2 vUv;

void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;

const fragmentShader = `
varying vec2 vUv;

uniform float uTime;

void main() {
float len = 0.15;
float falloff = 0.1;
float p = mod(uTime * 0.25, 1.0);
float alpha = smoothstep(len, len - falloff, abs(vUv.x - p));
float width = smoothstep(len * 2.0, 0.0, abs(vUv.x - p)) * 0.5;
alpha *= smoothstep(width, width - 0.3, abs(vUv.y - 0.5));

alpha *= smoothstep(0.5, 0.3, abs(p - 0.5) * (1.0 + len));

gl_FragColor.rgb = vec3(1.0);
gl_FragColor.a = alpha;
//        gl_FragColor.a += 0.1;
}
`;

{
    let _renderer, _scene, _camera, _controls;
    let _geometry;
    let _shaders = [];

    window.onload = init;

    function init() {
        initWorld();
        initScene();
    }

    //=====// World //========================================//

    function initWorld() {
        _renderer = new THREE.WebGLRenderer();
        _renderer.setPixelRatio(2);
        _renderer.setSize(window.innerWidth, window.innerHeight);
        _renderer.setClearColor(0x2e2f27);
        document.body.appendChild(_renderer.domElement);

        _scene = new THREE.Scene();

        _camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        _camera.position.set(0, 4, 15);
        _camera.target = new THREE.Vector3(0, 1, 0);

        _controls = new THREE.OrbitControls(_camera, document.body);
        _controls.target = _camera.target;
        _controls.enableDamping = true;
        _controls.dampingFactor = 0.1;
        _controls.rotateSpeed = 0.1;

        window.addEventListener('resize', resize, false);
        resize();
        requestAnimationFrame(render);
    }

    function resize() {
        _renderer.setSize(window.innerWidth, window.innerHeight);
        _camera.aspect = window.innerWidth / window.innerHeight;
        _camera.updateProjectionMatrix();
    }

    function render() {
        requestAnimationFrame(render);
        if (_controls) _controls.update();
        _renderer.render(_scene, _camera);
    }

    //=====// Scene //========================================//

    function initScene() {
        initGeometry();
        for (let i = 0; i < 6; i++) initMesh();
        requestAnimationFrame(loop);
    }

    function createSpiral() {
        let points = [];
        let r = 8;
        let a = 0;
        for (let i = 0; i < 120; i++) {
            let p = (1 - i / 120);
            r -= Math.pow(p, 2) * 0.187;
            a += 0.3 - (r / 6) * 0.2;

            points.push(new THREE.Vector3(
                r * Math.sin(a),
                Math.pow(p, 2.5) * 2,
                r * Math.cos(a)
            ));
        }
        return points;
    }

    function initGeometry() {
        const points = createSpiral();

        // Create the flat geometry
        const geometry = new THREE.BufferGeometry();

        // create two times as many vertices as points, as we're going to push them in opposing directions to create a ribbon
        geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(points.length * 3 * 2), 3));
        geometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(points.length * 2 * 2), 2));
        geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(points.length * 6), 1));

        points.forEach((b, i) => {
            let o = 0.1;

            geometry.attributes.position.setXYZ(i * 2 + 0, b.x, b.y + o, b.z);
            geometry.attributes.position.setXYZ(i * 2 + 1, b.x, b.y - o, b.z);

            geometry.attributes.uv.setXY(i * 2 + 0, i / (points.length - 1), 0);
            geometry.attributes.uv.setXY(i * 2 + 1, i / (points.length - 1), 1);

            if (i < points.length - 1) {
                geometry.index.setX(i * 6 + 0, i * 2);
                geometry.index.setX(i * 6 + 1, i * 2 + 1);
                geometry.index.setX(i * 6 + 2, i * 2 + 2);

                geometry.index.setX(i * 6 + 0 + 3, i * 2 + 1);
                geometry.index.setX(i * 6 + 1 + 3, i * 2 + 3);
                geometry.index.setX(i * 6 + 2 + 3, i * 2 + 2);
            }
        });

        _geometry = geometry;
    }

    function initMesh() {
        const uniforms = {
            uTime: {type: 'f', value: Math.random() * 3},
        };

        let shader = new THREE.ShaderMaterial({
            uniforms: uniforms,
            vertexShader: vertexShader,
            fragmentShader: fragmentShader,
            side: THREE.DoubleSide,
            transparent: true,
            depthTest: false,
        });
        shader.speed = Math.random() * 0.4 + 0.8;
        _shaders.push(shader);

        let mesh = new THREE.Mesh(_geometry, shader);
        mesh.rotation.y = Math.random() * 10;
        mesh.scale.setScalar(0.5 + Math.random());
        mesh.scale.y = Math.random() * 0.2 + 0.9;
        mesh.position.y = Math.random();
        _scene.add(mesh);
    }

    let lastTime = 0;
    function loop(e) {
        requestAnimationFrame(loop);
        _scene.rotation.y += 0.02;

        let delta = e - lastTime;
        _shaders.forEach(shader => {
            shader.uniforms.uTime.value += delta * 0.001 * shader.speed;
        });
        lastTime = e;
    }
}
              
            
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