<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/controls/OrbitControls.js"></script>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>

<script type="x-shader/x-vertex" id="vertexshader">
  varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }
</script>

<script type="x-shader/x-fragment" id="fragmentshader">
  uniform sampler2D baseTexture; uniform sampler2D bloomTexture; varying vec2 vUv; vec4 getTexture( sampler2D texture ) { return mapTexelToLinear( texture2D( texture , vUv ) ); } void main() { gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture(
  bloomTexture ) ); }
</script>

<script>
  var noise = `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex 
//               noise functions.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : stegu
//     Lastmod : 20110822 (ijm)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
//               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;
}

float snoise(vec3 v)
  { 
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
  vec3 i  = floor(v + dot(v, C.yyy) );
  vec3 x0 =   v - i + dot(i, C.xxx) ;

// Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
  //   x1 = x0 - i1  + 1.0 * C.xxx;
  //   x2 = x0 - i2  + 2.0 * C.xxx;
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
  i = mod289(i); 
  vec4 p = permute( permute( permute( 
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4( x.xy, y.xy );
  vec4 b1 = vec4( x.zw, y.zw );

  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

  vec3 p0 = vec3(a0.xy,h.x);
  vec3 p1 = vec3(a0.zw,h.y);
  vec3 p2 = vec3(a1.xy,h.z);
  vec3 p3 = vec3(a1.zw,h.w);

//Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

// Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 
                                dot(p2,x2), dot(p3,x3) ) );
}
`;
</script>
<!--https://developers.google.com/youtube/iframe_api_reference?hl=ru#Loading_a_Video_Player-->
<div id="player"></div>

<script src="https://www.youtube.com/iframe_api"></script>
<script>
  var player;

  function onYouTubePlayerAPIReady() {
    //console.log("!");
    player = new YT.Player('player', {
      height: Math.floor(window.innerHeight / 4),
      width: Math.floor(window.innerWidth / 4),
      videoId: 'rDBbaGCCIhk'/*,
      events: {
        'onReady': onPlayerReady
      }*/

    });

    /*function onPlayerReady(event) {
      event.target.playVideo();
    }*/

  }

</script>
html, body {
  height: 100%;
  margin: 0;
  overflow: hidden;
}
#player {
  position: absolute;
  bottom: 0;
  right: 0;
  opacity: 0;
}

#player:hover{
  opacity: 1;
}
var materialShaders = [];
var materialInst = [];
var darkMaterial = createMaterial("basic", 0x000000, 0, false);
var materials = {};
var params = {
  exposure: 1,
  bloomStrength: 2.5,
  bloomThreshold: 0,
  bloomRadius: 0
};
var ENTIRE_SCENE = 0,
  BLOOM_SCENE = 1;
var bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_SCENE);

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
  60,
  window.innerWidth / window.innerHeight,
  1,
  1000
);
camera.position.set(0, 4, 10);
var renderer = new THREE.WebGLRenderer({
  antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.toneMappingExposure = Math.pow(params.exposure, 4.0);
renderer.setClearColor(0x000000);
document.body.appendChild(renderer.domElement);

var renderScene = new THREE.RenderPass(scene, camera);
var bloomPass = new THREE.UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5,
  0.4,
  0.85
);
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
var bloomComposer = new THREE.EffectComposer(renderer);
bloomComposer.renderToScreen = false;
bloomComposer.setSize(
  window.innerWidth * window.devicePixelRatio,
  window.innerHeight * window.devicePixelRatio
);
bloomComposer.addPass(renderScene);
bloomComposer.addPass(bloomPass);
var finalPass = new THREE.ShaderPass(
  new THREE.ShaderMaterial({
    uniforms: {
      baseTexture: { value: null },
      bloomTexture: { value: bloomComposer.renderTarget2.texture }
    },
    vertexShader: document.getElementById("vertexshader").textContent,
    fragmentShader: document.getElementById("fragmentshader").textContent,
    defines: {}
  }),
  "baseTexture"
);
finalPass.needsSwap = true;
var finalComposer = new THREE.EffectComposer(renderer);
finalComposer.setSize(
  window.innerWidth * window.devicePixelRatio,
  window.innerHeight * window.devicePixelRatio
);
finalComposer.addPass(renderScene);
finalComposer.addPass(finalPass);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 10, 1);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));

let boxPos = new THREE.PlaneBufferGeometry(22, 22, 99, 99);
boxPos.rotateX(-Math.PI * 0.5);
let boxGeom = new THREE.SphereBufferGeometry(0.15, 16, 8);

let instGeom = new THREE.InstancedBufferGeometry();
instGeom.attributes.position = boxGeom.attributes.position;
instGeom.attributes.normal = boxGeom.attributes.normal;
instGeom.index = boxGeom.index;
instGeom.addAttribute(
  "instPosition",
  new THREE.InstancedBufferAttribute(boxPos.attributes.position.array, 3)
);
instGeom.addAttribute(
  "instUv",
  new THREE.InstancedBufferAttribute(boxPos.attributes.uv.array, 2)
);

let inst1 = new THREE.Mesh(
  instGeom,
  createMaterial("standard", 0x222244, 0, false)
);
scene.add(inst1);

let inst2 = new THREE.Mesh(
  instGeom,
  createMaterial("basic", 0x6622cc, 1, true)
);
inst2.layers.enable(BLOOM_SCENE);
scene.add(inst2);

var time = 0;
console.log(materialShaders);

renderer.setAnimationLoop(render);

window.onresize = function() {
  var width = window.innerWidth;
  var height = window.innerHeight;
  camera.aspect = width / height;
  camera.updateProjectionMatrix();
  renderer.setSize(width, height);
  bloomComposer.setSize(
    width * window.devicePixelRatio,
    height * window.devicePixelRatio
  );
  finalComposer.setSize(
    width * window.devicePixelRatio,
    height * window.devicePixelRatio
  );
};

function render() {
  time = performance.now() / 1000;
  materialShaders.forEach((m, idx) => {
    m.shader.uniforms.time.value = time * 0.5;
    m.shader.uniforms.isTip.value = m.isTip;
    if (m.changeColor) materialInst[idx].color.setHSL(time * 0.1 % 1.0, 0.625, 0.375);
  });

  // render scene with bloom
  renderBloom();
  // render the entire scene, then render bloom scene on top
  finalComposer.render();

}

function renderBloom() {
  scene.traverse(darkenNonBloomed);
  bloomComposer.render();
  scene.traverse(restoreMaterial);
}
function darkenNonBloomed(obj) { // non-bloomed stuff must be black, including scene background
  if (obj.isMesh && bloomLayer.test(obj.layers) === false) {
    materials[obj.uuid] = obj.material;
    obj.material = darkMaterial;
  }
  renderer.setClearColor(0x000000);
}
function restoreMaterial(obj) {
  if (materials[obj.uuid]) {
    obj.material = materials[obj.uuid];
    delete materials[obj.uuid];
  }
  renderer.setClearColor(0x332233);
}

function createMaterial(type, color, isTip, changeColor) {
  let mat =
    type == "basic"
      ? new THREE.MeshBasicMaterial()
      : new THREE.MeshStandardMaterial();

  mat.color.set(color);
  if (type == "standard") {
    mat.metalness = 0.25;
    mat.roughness = 0.75;
  }

  mat.onBeforeCompile = function(shader) {
    shader.uniforms.time = { value: 1.0 };
    shader.uniforms.isTip = { value: 0.0 };

    shader.vertexShader =
      `uniform float time;
     uniform float isTip;
     attribute vec3 instPosition;
     attribute vec2 instUv;
    ` +
      noise + // see the script in the html-section
      shader.vertexShader;
    shader.vertexShader = shader.vertexShader.replace(
      `#include <begin_vertex>`,
      `
      vec3 transformed = vec3( position );

      vec3 ip = instPosition;
      vec2 iUv = instUv;
      iUv.y += time * 0.125;
      iUv *= vec2(3.14);
      float wave = snoise( vec3( iUv, 0.0 ) );

      ip.y = wave * 3.5;
      float lim = 2.0;
      bool tip = isTip < 0.5 ? ip.y > lim : ip.y <= lim;
      transformed *= tip ? 0.0 : 1.0;

      transformed = transformed + ip;
    `
    );
    materialShaders.push({
      id: "mat" + materialShaders.length,
      shader: shader,
      isTip: isTip,
      changeColor: changeColor
    });
    materialInst.push(mat);
  };
  
  return mat;
}
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