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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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              <script id="custom-vertex" type="x-shader/x-vertex">
  //
  // GLSL textureless classic 3D noise "cnoise",
  // with an RSL-style periodic variant "pnoise".
  // Author:  Stefan Gustavson (stefan.gustavson@liu.se)
  // Version: 2011-10-11
  //
  // Many thanks to Ian McEwan of Ashima Arts for the
  // ideas for permutation and gradient selection.
  //
  // Copyright (c) 2011 Stefan Gustavson. All rights reserved.
  // Distributed under the MIT license. See LICENSE file.
  // https://github.com/stegu/webgl-noise
  //

  vec3 mod289(vec3 x)
  {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
  }

  vec4 mod289(vec4 x)
  {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
  }

  vec4 permute(vec4 x)
  {
    return mod289(((x*34.0)+1.0)*x);
  }

  vec4 taylorInvSqrt(vec4 r)
  {
    return 1.79284291400159 - 0.85373472095314 * r;
  }

  vec3 fade(vec3 t) {
    return t*t*t*(t*(t*6.0-15.0)+10.0);
  }

  // Classic Perlin noise
  float cnoise(vec3 P)
  {
    vec3 Pi0 = floor(P); // Integer part for indexing
    vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
    Pi0 = mod289(Pi0);
    Pi1 = mod289(Pi1);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 * (1.0 / 7.0);
    vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 * (1.0 / 7.0);
    vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
    return 2.2 * n_xyz;
  }

  // Classic Perlin noise, periodic variant
  float pnoise(vec3 P, vec3 rep)
  {
    vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
    vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
    Pi0 = mod289(Pi0);
    Pi1 = mod289(Pi1);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 * (1.0 / 7.0);
    vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 * (1.0 / 7.0);
    vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
    return 2.2 * n_xyz;
  }
  

  
  #define PHYSICAL
  varying vec3 vViewPosition;
  #ifndef FLAT_SHADED
    varying vec3 vNormal;
  #endif
  #include <common>
  #include <uv_pars_vertex>
  #include <uv2_pars_vertex>
  #include <displacementmap_pars_vertex>
  #include <color_pars_vertex>
  #include <fog_pars_vertex>
  #include <morphtarget_pars_vertex>
  #include <skinning_pars_vertex>
  #include <shadowmap_pars_vertex>
  #include <logdepthbuf_pars_vertex>
  #include <clipping_planes_pars_vertex>
  
  uniform float time;
  uniform float maxHeight;
  uniform float speed;
  uniform float distortCenter;
  uniform float ticknessOffset;
  varying float vDisplace;
  varying vec4 color;
  
  
  void main() {
    
    
    
    float t = time * speed;
    float wRoad = distortCenter;
    float wRoad2 = wRoad * 0.5;
    
    float angleCenter = uv.y * PI*4.0;
    angleCenter += t * 0.9;
    
    float centerOff = (
      sin(angleCenter) + 
      sin(angleCenter*0.5) 
    ) * wRoad;

    
    vec3 noiseIn = vec3(uv, 1.0)*20.0;
    float noise = cnoise(vec3(noiseIn.x, noiseIn.y + t, noiseIn.z));
    noise += 1.0;
    float h = noise;
    float angle = (uv.x - centerOff) * PI;
    float f = abs(cos(angle));
    h *= pow(f, 1.5 + ticknessOffset);
    
    // water
    /*if(h < 0.02){
      float am = 8.0;
      h += cnoise(vec3(noiseIn.x*am, noiseIn.y*am + t*4.0, noiseIn.z*am)) * 0.01;
    }*/

    vDisplace = h;
    

    h*=maxHeight;
    
    #include <uv_vertex>
    #include <uv2_vertex>
    #include <color_vertex>
    // #include <beginnormal_vertex>
    vec3 objectNormal = vec3( normal.x, normal.y, normal.z );
    
    #include <morphnormal_vertex>
    #include <skinbase_vertex>
    #include <skinnormal_vertex>
    #include <defaultnormal_vertex>
    
  #ifndef FLAT_SHADED
    vNormal = normalize( transformedNormal );
  #endif
  
    //#include <begin_vertex>
    vec3 transformed = vec3( position.x, position.y, position.z + h );
    
    #include <morphtarget_vertex>
    #include <skinning_vertex>
    #include <displacementmap_vertex>
    #include <project_vertex>
    #include <logdepthbuf_vertex>
    #include <clipping_planes_vertex>
    
    vViewPosition = - mvPosition.xyz;
    
    #include <worldpos_vertex>
    #include <shadowmap_vertex>
    #include <fog_vertex>
    
  }
</script>

<script id="custom-fragment" type="x-shader/x-fragment">
  
  #define PHYSICAL
  uniform vec3 diffuse;
  uniform vec3 emissive;
  uniform float roughness;
  uniform float metalness;
  uniform float opacity;
  #ifndef STANDARD
    uniform float clearCoat;
    uniform float clearCoatRoughness;
  #endif
  varying vec3 vViewPosition;
  #ifndef FLAT_SHADED
    varying vec3 vNormal;
  #endif
  #include <common>
  #include <packing>
  #include <dithering_pars_fragment>
  #include <color_pars_fragment>
  #include <uv_pars_fragment>
  #include <uv2_pars_fragment>
  #include <map_pars_fragment>
  #include <alphamap_pars_fragment>
  #include <aomap_pars_fragment>
  #include <lightmap_pars_fragment>
  #include <emissivemap_pars_fragment>
  #include <bsdfs>
  #include <cube_uv_reflection_fragment>
  #include <envmap_pars_fragment>
  #include <envmap_physical_pars_fragment>
  #include <fog_pars_fragment>
  #include <lights_pars_begin>
  #include <lights_physical_pars_fragment>
  #include <shadowmap_pars_fragment>
  #include <bumpmap_pars_fragment>
  #include <normalmap_pars_fragment>
  #include <roughnessmap_pars_fragment>
  #include <metalnessmap_pars_fragment>
  #include <logdepthbuf_pars_fragment>
  #include <clipping_planes_pars_fragment>
  
  //  Function from Iñigo Quiles
  //  https://www.shadertoy.com/view/MsS3Wc
  vec3 hsb2rgb( in vec3 c ){
      vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
                               6.0)-3.0)-1.0,
                       0.0,
                       1.0 );
      rgb = rgb*rgb*(3.0-2.0*rgb);
      return c.z * mix(vec3(1.0), rgb, c.y);
  }
  
  uniform float time;
  uniform sampler2D pallete;
  varying float vDisplace;
  varying vec4 color;
  
  void main() {
    
    vec2 stripPos = vec2( 0.0, vDisplace );
    vec4 stripColor = texture2D( pallete, stripPos );
    stripColor *= pow(1.0-vDisplace, 1.0);
    
    // gl_FragColor *= vec4(stripColor.rgb, 1.0);
    
    #include <clipping_planes_fragment>
    
    vec4 diffuseColor = vec4( diffuse * stripColor.rgb, opacity );
    ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
    vec3 totalEmissiveRadiance = emissive;
    
    #include <logdepthbuf_fragment>
    #include <map_fragment>
    #include <color_fragment>
    #include <alphamap_fragment>
    #include <alphatest_fragment>
    #include <roughnessmap_fragment>
    #include <metalnessmap_fragment>
    #include <normal_fragment_begin>
    #include <normal_fragment_maps>
    #include <emissivemap_fragment>
    #include <lights_physical_fragment>
    #include <lights_fragment_begin>
    #include <lights_fragment_maps>
    #include <lights_fragment_end>
    #include <aomap_fragment>
    
    vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
    
    gl_FragColor = vec4( outgoingLight, diffuseColor.a );
    
    #include <tonemapping_fragment>
    #include <encodings_fragment>
    #include <fog_fragment>
    #include <premultiplied_alpha_fragment>
    #include <dithering_fragment>
    
  }
  
</script>


  <h5 class="message">DRAG ME!</h5>


<a class="experiment-url" href="https://lab.ma77os.com/layerscape" target="_blank">source: lab.ma77os.com/layerscape</a>
            
          
!

CSS

            
               html, body {
  height: 100%;
  width: 100%;
  overflow: hidden;

  margin:0;
  font-family:Arial;
  color:white;
}
a:link, a:hover, a:visited, a:active{
  color:white;
  text-decoration: none;
}
.message{
  padding:20px;
  position:absolute;
  display: none;
  top:50%;
  left:50%;
  transform:translate(-50%, -50%);
  background:black;
}

.experiment-url{
  position:absolute;
  bottom:10px;
  right:10px;
  padding:8px;
  z-index: 1;
  font-size: 11px;
  background:black;
  letter-spacing:0.5px;
  border: 1px solid white;
}
            
          
!

JS

            
              var isInteractive = true;
var width, height;

var scene, camera, renderer, light;
var controls;
var terrain;
var cubemapRT, cubeRenderTarget;
var composer;
var message = document.querySelector(".message")
var hammer;

var mouse = {x:0, y:0};
var isMobile = typeof window.orientation !== 'undefined'

var palleteBlack = {
  colors:[
    { c: "#111111", l:5 },
    { c: "#ed254e", l:1 },
    { c: "#f9dc5c", l:1 },
    { c: "#c2eabd", l:1 },
    { c: "#011936", l:1 },
    { c: "#465362", l:1 },
  ],
  topColor:null,
  repeat:10,
  shuffle:true,
  texture:null,
}


var palleteObj = palleteBlack

function init(){
  
  textureLoader = new THREE.TextureLoader();
  
  palleteObj.texture = textureLoader.load(createPalleteImg(palleteObj))
  
  build()
}
var bl = true
function build(){
  
  setup();
  elements();

  
  if(isInteractive){
    hammer = new Hammer(document.body)
    hammer.get('pinch').set({ enable: true });
    hammer.on('pinch', function(ev) {
      c.yd = ev.scale
    });

    message.innerHTML = isMobile ? "DRAG AND PINCH!" : "MOVE!"
    message.style.display = "block"
    window.addEventListener(isMobile ? "touchstart" : "mousemove", function(){
      message.style.display = "none"
      
    })
  }

  render();
  
  
  if(isMobile)
    window.addEventListener("touchmove", mousemove, {passive:false})
  else
    window.addEventListener("mousemove", mousemove)
  
  window.addEventListener("resize", resize)
  resize()

  
}

function setup(){
  scene = new THREE.Scene();
  var fogColor = new THREE.Color( 0xffffff )
  scene.background = fogColor;
  scene.fog = new THREE.Fog(fogColor, 10, 400);

  
  sky()

  camera = new THREE.PerspectiveCamera(60, width / height, .1, 10000);
  camera.position.y = 8;
  camera.position.z = 4;
  
  ambientLight = new THREE.AmbientLight(0xffffff, 1);
  scene.add(ambientLight)
  

  renderer = new THREE.WebGLRenderer( {antialias:true} );
  renderer.setPixelRatio = devicePixelRatio;
  renderer.setSize(width, height);
  

  document.body.appendChild(renderer.domElement)
  

}


function sky(){
  sky = new THREE.Sky();
  sky.scale.setScalar( 450000 );
  sky.material.uniforms.turbidity.value = 20;
  sky.material.uniforms.rayleigh.value = 0;
  sky.material.uniforms.luminance.value = 1;
  sky.material.uniforms.mieCoefficient.value = 0.01;
  sky.material.uniforms.mieDirectionalG.value = 0.8;
  
  scene.add( sky );

  sunSphere = new THREE.Mesh(
    new THREE.SphereBufferGeometry( 20000, 16, 8 ),
    new THREE.MeshBasicMaterial( { color: 0xffffff } )
  );
  sunSphere.visible = false;
  scene.add( sunSphere );
  
  var theta = Math.PI * ( -0.02 );
	var phi = 2 * Math.PI * ( -.25 );

  sunSphere.position.x = 400000 * Math.cos( phi );
  sunSphere.position.y = 400000 * Math.sin( phi ) * Math.sin( theta );
  sunSphere.position.z = 400000 * Math.sin( phi ) * Math.cos( theta );
  
  sky.material.uniforms.sunPosition.value.copy( sunSphere.position );
}

function elements(){
  var w= 100
  var h = 400
  var geometry = new THREE.PlaneBufferGeometry(w, h,400, 400);
  
  var colorsBuffer = new Float32Array(geometry.attributes.position.count * 3)
  for ( var i = 0; i < colorsBuffer.length; i++ ) {
    colorsBuffer[ i ] = Math.random()
  }
  geometry.addAttribute( 'vColor', new THREE.BufferAttribute( colorsBuffer, 3 ) );
  
  var displaceBuffer = new Float32Array( geometry.attributes.position.count );
  for ( var i = 0; i < displaceBuffer.length; i++ ) {
    displaceBuffer[ i ] = Math.random()
  }
  geometry.addAttribute( 'vDisplace', new THREE.BufferAttribute( displaceBuffer, 1 ) );
  var material = new MeshCustomMaterial(
    {
      roughness:.7,
      metalness:0.1
    },
    {
      time: { type: "f", value: 0.0 },
      distortCenter: { type: "f", value: 0.1 },
      ticknessOffset: { type: "f", value: 0.0 },
      pallete:{ type: "t", value: null},
      speed: { type: "f", value: 2.0 },
      maxHeight: { type: "f", value: 10.0 },
    },
    document.getElementById("custom-vertex").textContent,
    document.getElementById("custom-fragment").textContent
  );

  
  terrain = new THREE.Mesh(geometry, material);
  terrain.position.y = h/2;

  
  container = new THREE.Object3D();
  container.add(terrain)
  container.position.y = 0
  container.position.z = 4
  container.rotation.x = -Math.PI / 2
  
  scene.add(container)
}

function createPalleteImg(palleteObj){
  var canvas = document.createElement("canvas");
  var ctx = canvas.getContext("2d");

  var pallete = expandPallete(palleteObj)

  var texH = 1024;
  var colorH = texH / pallete.length;

  canvas.width = 2;
  canvas.height = texH
  
  for(var i=0; i < pallete.length; i++){
    ctx.fillStyle = pallete[i];
    ctx.fillRect(0, colorH * i, canvas.width, colorH)

  }

  return canvas.toDataURL()

}

function expandPallete(palleteObj){
  var pallete = []
  for(var x=0; x < palleteObj.repeat; x++){
    for(var i=0; i < palleteObj.colors.length; i++){
      var colors = palleteObj.shuffle ? shuffle(palleteObj.colors.slice()) : palleteObj.colors;
      var c = colors[i];
      for(var j=0; j < c.l; j++){
        pallete.push(c.c);
      }
    }
  }
  if(palleteObj.topColor){
    pallete.push(palleteObj.topColor);
  }
  return pallete
}

function shuffle(o) {
	for(var j, x, i = o.length; i; j = parseInt(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
	return o;
};


var c = {x:0, y:0, xd:0, yd:0};
function render(){
  requestAnimationFrame(render)
  
  var time = performance.now() * 0.001

  terrain.material.uniforms.pallete.value = palleteObj.texture;
  terrain.material.uniforms.time.value = time;
  
  if(isInteractive){
    c.xd = (mouse.x)*0.2;
    if(!isMobile)
      c.yd = mouse.y*5;

    if(c.yd < -.5) c.yd = -.5;
    c.x += (c.xd - c.x) * 0.08
    c.y += (c.yd - c.y) * 0.08
    
    terrain.material.uniforms.distortCenter.value = c.x;
    terrain.material.uniforms.ticknessOffset.value = c.y;
  }


  if(Math.sin(time + Math.PI) > 0.99){
    palleteObj.texture = textureLoader.load(createPalleteImg(palleteObj))
  }

  renderer.render(scene, camera)

  
}

function mousemove(e){
  e.preventDefault();
  
  var x, y
  if(e.type == "mousemove"){
    x = e.clientX;
    y = e.clientY;
  }else{
    x = e.changedTouches[0].clientX
    y = e.changedTouches[0].clientY
  }
  
  mouse.x = (x / width) - 0.5
  mouse.y = (y / height) - 0.5
  
}

function resize(){
  width = window.innerWidth
  height = window.innerHeight
  camera.aspect = width / height;
  camera.updateProjectionMatrix();

  renderer.setSize( width, height );

}

function MeshCustomMaterial (parameters, uniforms, vertexShader, fragmentShader) {
  THREE.MeshStandardMaterial.call( this );
  this.uniforms = THREE.UniformsUtils.merge([
    THREE.ShaderLib.standard.uniforms,
    uniforms
  ]);
  this.vertexShader = vertexShader;
  this.fragmentShader = fragmentShader;
  this.type = 'MeshCustomMaterial';
  this.setValues(parameters);
}

MeshCustomMaterial.prototype = Object.create( THREE.MeshStandardMaterial.prototype );
MeshCustomMaterial.prototype.constructor = MeshCustomMaterial;
MeshCustomMaterial.prototype.isMeshStandardMaterial = true;

window.onload = init
            
          
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999px

Console