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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.

            
              <script id="vertexShader">
			precision mediump float;
			precision mediump int;
			uniform mat4 modelViewMatrix; // optional
			uniform mat4 projectionMatrix; // optional
			attribute vec3 position;
			attribute vec4 color;
			varying vec3 vPosition;
			varying vec4 vColor;
			void main()	{
				vPosition = position;
				vColor = color;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1);
			}
</script>
<script id="fragmentShader">
	#define PI = 3.1459;
	
			precision mediump float;
			precision mediump int;
			uniform float time;
			varying vec3 vPosition;
			varying vec4 vColor;
	
//	Classic Perlin 3D Noise 
//	by Stefan Gustavson
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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);}

float cnoise(vec3 P){
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod(Pi0, 289.0);
  Pi1 = mod(Pi1, 289.0);
  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 / 7.0;
  vec4 gy0 = fract(floor(gx0) / 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 / 7.0;
  vec4 gy1 = fract(floor(gx1) / 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;
}
	
			void main()	{
				vec4 color = vec4( vColor.rgb,0.001 );
				float c = 0.8+cnoise(vPosition+time*0.04);
				color.r = c;
        color.g = c*0.2;
        color.b = c*0.3;
        color.a += 1.+cnoise(vPosition+time*0.09);
				gl_FragColor = color;
			}
	
	
</script>

            
          
!
            
              body {
  margin:0;
  overflow:hidden;
}
            
          
!
            
              const renderer = new THREE.WebGLRenderer({ antialias: false });
renderer.shadowMap.enabled = true;
				renderer.shadowMap.type = THREE.PCFShadowMap;
document.body.appendChild(renderer.domElement);

let scene = new THREE.Scene();

fogColor = new THREE.Color(0x252545);
 
scene.background = fogColor;
scene.fog = new THREE.Fog(fogColor, 0.0025, 32);


let camera = new THREE.PerspectiveCamera(
  45, window.innerWidth / window.innerHeight, 
  0.1, 2000);
		camera.position.set( 0, 0,10 );



let rig = new THREE.Group();
camera.rotation.y = -0.2;
    rig.add(camera)
scene.add(rig);
rig.rotateZ(1)

let group = new THREE.Group();

let cubeGeometry = bufferedField(5,250);
let cubeMaterial = new THREE.MeshStandardMaterial({color:0x808080});
let cubeMaterial2 = new THREE.MeshStandardMaterial({color:0x202020, roughness: 0.3});
let cubeMaterial3 = new THREE.RawShaderMaterial({
      uniforms: {
          time: { value: 1.0 }
      },
      vertexShader: document.getElementById( 'vertexShader' ).textContent,
      fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
      transparent: true,
      blending:THREE.AdditiveBlending
    });

let cubeMesh = new THREE.Mesh(cubeGeometry, cubeMaterial2);
    group.add(cubeMesh)

let otherMesh = new THREE.Mesh(bufferedField(30), cubeMaterial2);
    otherMesh.rotateX(0);
    otherMesh.rotateZ(4);

let otherMesh2 = new THREE.Mesh(bufferedField(7), cubeMaterial);
    otherMesh2.rotateX(0);
    otherMesh2.rotateZ(1);
    group.add(otherMesh2);

let otherMesh3 = new THREE.Mesh(bufferedField(1,50, 0.01), cubeMaterial);
    otherMesh3.rotateX(0);
    otherMesh3.rotateZ(1);
    group.add(otherMesh3);

let otherMesh4 = new THREE.Mesh(new THREE.SphereGeometry(1, ), cubeMaterial3);
    otherMesh4.rotateX(0);
    otherMesh4.rotateZ(1);
    group.add(otherMesh4);


let canvas1 = document.createElement("canvas");
    canvas1.width = canvas1.height = 512;
let ctx1 = canvas1.getContext("2d");
document.body.appendChild(canvas1);
    drawLines(ctx1);
let tex1 = new THREE.CanvasTexture(canvas1);
  
var plane1 = new THREE.PlaneGeometry(5, 5);
var planeMaterial1 = new THREE.MeshBasicMaterial( { map: tex1, transparent:true, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, alphaTest: 0.2 } );

let planeMesh1 = new THREE.Mesh(plane1, planeMaterial1);

group.add(planeMesh1)

for(let i = 0; i < 75; i++) {
  let pulse = Math.random()*60;
  let m = planeMesh1.clone();
      m.rotation.set(Math.random()*5, Math.random()*5, Math.random()*5)
      m.scale.set(pulse, pulse, pulse)
      m.needsUpdate = true;
  group.add(m)
}


// var geometry =  new THREE.DecalGeometry(cubeMesh, new THREE.Vector3(0, 0, 2), new THREE.Vector3(0, 0, 0), new THREE.Vector3(2, 2, 2));
// // var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
// //var mesh = new THREE.Mesh( geometry, material );

// let material = new THREE.MeshBasicMaterial({
//       color: 0xffffff,
//       transparent: true,
//       blending:THREE.AdditiveBlending
//     });

// let mesh = new THREE.Mesh(geometry, material);

// group.add(mesh)


scene.add(group);


let light = new THREE.PointLight( 0xff00ff, 1, 100 )
    light.position.set(0,0,0);
    light.lookAt(new THREE.Vector3())

let light2 = new THREE.AmbientLight( 0x202060, 1, 100 )
    light2.position.set(0,0,0);
    light2.lookAt(new THREE.Vector3())

let light3 = new THREE.SpotLight( 0x202030, 4, 40, 3, 1,2 )
    light3.position.set(0,0,20);
    light3.lookAt(new THREE.Vector3())
scene.add(light3)

scene.add(light);
scene.add(light2);


function resize() {
	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();
	renderer.setPixelRatio(window.devicePixelRatio);
	renderer.setSize(window.innerWidth, window.innerHeight);
}

window.addEventListener("resize", resize)

window.addEventListener("mousemove", orbitCamera)

let target = new THREE.Vector2();
let current = new THREE.Vector2();

function orbitCamera(e) {
  const { clientX, clientY } = e;
  target.x = (clientX / window.innerWidth);
  target.y = (clientY / window.innerHeight);
 
}
let t = 0;
function draw() {
  requestAnimationFrame(draw)
	cubeMaterial3.uniforms.time.value += 0.5;
  let pulse = 1.1 + (Math.sin(t)*0.5)
  light.intensity = pulse;
  cubeMesh.rotateY(0.007)
  
   otherMesh.rotateY(0.0015);
  otherMesh2.rotateY(0.001);
  otherMesh3.rotateZ(0.0005);
  otherMesh4.scale.set(pulse*0.6, pulse*0.6, pulse*0.6)
  otherMesh4.needsUpdate = true;
   //mesh.rotateY(0.02);
   //mesh.rotateZ(0.03)
  group.rotation.y = 0.5-target.x;
  group.rotation.z = 0.5-target.y;
  group.rotation.x = (0.5-Math.sin(t*0.1))*0.6;
  t+= 0.02;
  
  
	rig.position.x = 1+(0.5-Math.sin(t*0.5));
	rig.position.y = 1+(0.5-Math.cos(t*0.5));
	rig.lookAt(0,0,0);
	
  camera.rotation.y = (0.5-Math.cos(t*0.2))*0.25;
	camera.rotation.x = (0.5-Math.sin(t*0.1))*0.1;
  
  renderer.render(scene, camera);
}

resize();
draw();

function polarRandom(scale = 3, range =1) {
  return (1-(Math.random()*2)) * scale;
}




function bufferedField(size = 5, count = 128, scale = 0.5) {
  			var bufferGeometry = new THREE.BufferGeometry();
			var radius = 125;
			var positions = [];
			var normals = [];
			var colors = [];
			var vector = new THREE.Vector3();
  	  var color = new THREE.Color( 0xffffff );
			var cube = new THREE.BoxGeometry(0.25, 0.25, 0.25);
			var geometry = new THREE.Geometry();
          var axis = new THREE.Vector3( 0, 1, 0 );
        var angle = Math.PI / 2;
			for ( var i = 1, l = count; i <= l; i ++ ) {
  
          vector.set(polarRandom(.5), polarRandom(1), size);

				
        vector.applyAxisAngle( axis, Math.random()*Math.PI*2 );
				geometry.copy( new THREE.BoxGeometry(0.1+Math.random(), 0.1+Math.random(), 0.1+Math.random()*scale) );
				geometry.lookAt( vector );
				geometry.translate( vector.x, vector.y, vector.z );
				color.setHSL( ( i / l ), 1.0, 0.7 );
				geometry.faces.forEach( function ( face ) {
					positions.push( geometry.vertices[ face.a ].x );
					positions.push( geometry.vertices[ face.a ].y );
					positions.push( geometry.vertices[ face.a ].z );
					positions.push( geometry.vertices[ face.b ].x );
					positions.push( geometry.vertices[ face.b ].y );
					positions.push( geometry.vertices[ face.b ].z );
					positions.push( geometry.vertices[ face.c ].x );
					positions.push( geometry.vertices[ face.c ].y );
					positions.push( geometry.vertices[ face.c ].z );
					normals.push( face.normal.x );
					normals.push( face.normal.y );
					normals.push( face.normal.z );
					normals.push( face.normal.x );
					normals.push( face.normal.y );
					normals.push( face.normal.z );
					normals.push( face.normal.x );
					normals.push( face.normal.y );
					normals.push( face.normal.z );
					colors.push( color.r );
					colors.push( color.g );
					colors.push( color.b );
					colors.push( color.r );
					colors.push( color.g );
					colors.push( color.b );
					colors.push( color.r );
					colors.push( color.g );
					colors.push( color.b );
				} );
			}
			bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
			bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
			bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  return bufferGeometry;
}

function drawLines(ctx) {
  ctx.beginPath();
  ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)';
  ctx.lineWidth = 3;
ctx.arc(256, 256, 250, 0, 2 * Math.PI);
ctx.stroke();
  
}
            
          
!
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