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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 src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.3/dat.gui.min.js"></script>
            
          
!
            
              html, body {
  height: 100%;
  margin: 0;
  overflow: hidden;
}
canvas {
  width: 100%;
  height: 100%;
  display; block;
}
            
          
!
            
              var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.setScalar(100).setX(-100);
var renderer = new THREE.WebGLRenderer({
  antialias: true
});
renderer.setClearColor(0x202020);
var canvas = renderer.domElement;
document.body.appendChild(canvas);

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

console.log(new THREE.Color(0xface8d));

var grid = new THREE.GridHelper(100, 10); 
grid.position.set(0, -50, 0);
scene.add(grid);

let xSize = 50;
let ySize = 50;
let zSize = 50;
let n = xSize * ySize * zSize;

let geometry = new THREE.InstancedBufferGeometry();
let positions = [];

function mapTo3D(i) {
  let z = Math.floor(i / (xSize * ySize));
  i -= z * xSize * ySize;
  let y = Math.floor(i / xSize);
  let x = i % xSize;
  return { x: x * 2, y: y * 2, z: z * 2};
}

for (let i = 0; i < n; i++) {
  let p = mapTo3D(i);
  positions.push(p.x * 1, p.y * 1, p.z * 1);
}

let boxGeometry = new THREE.BoxBufferGeometry(2, 2, 2).toNonIndexed();
let pointsGeometry = new THREE.BufferGeometry();
pointsGeometry.addAttribute("position", new THREE.BufferAttribute(new Float32Array(positions), 3));
pointsGeometry.center();
geometry.addAttribute("position", new THREE.BufferAttribute(boxGeometry.attributes.position.array, 3));
geometry.addAttribute("instancePosition", new THREE.InstancedBufferAttribute(pointsGeometry.attributes.position.array, 3));

let points = new THREE.Mesh(
  geometry,
  new THREE.ShaderMaterial({ 
    uniforms:{
      time:{
        value: 0
      },
      size: {
        value: 1
      }
    },
    vertexShader:`
      #define PI 3.1415926  

      uniform float time;
      uniform float size;
      attribute vec3 instancePosition;
      varying vec3 vC;
      varying vec3 vP;
      
      // http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
      float udBox( vec3 p, vec3 b, float r )
      {
        return length(max(abs(p)-b,0.0)) - r;
      }
      
      float sdSphere( vec3 p, float s )
      {
        return length(p)-s;
      }

      float sdRoundCone( in vec3 p, in float r1, float r2, float h )
      {
        vec2 q = vec2( length(p.xz), p.y );

        float b = (r1-r2)/h;
        float a = sqrt(1.0-b*b);
        float k = dot(q,vec2(-b,a));

        if( k < 0.0 ) return length(q) - r1;
        if( k > a*h ) return length(q-vec2(0.0,h)) - r2;

        return dot(q, vec2(a,b) ) - r1;
      }
      
      float sdTorus( vec3 p, vec2 t )
      {
        vec2 q = vec2(length(p.xz)-t.x,p.y);
        return length(q)-t.y;
      }

      float opUnion( float d1, float d2 ) { return min(d1,d2); }

      float opSubtraction( float d1, float d2 ) { return max(-d1,d2); }

      float opIntersection( float d1, float d2 ) { return max(d1,d2); }
      
      vec3 opSymX( in vec3 p )
      {
          p.x = abs(p.x);
          return p;
      }
      
      // honestly stolen from here https://www.shadertoy.com/view/MlGGDh
      mat3 rotationMatrix(vec3 m,float a) {
          m = normalize(m);
          float c = cos(a),s=sin(a);
          return mat3(
            c+(1.-c)*m.x*m.x,     (1.-c)*m.x*m.y-s*m.z, (1.-c)*m.x*m.z+s*m.y,
            (1.-c)*m.x*m.y+s*m.z, c+(1.-c)*m.y*m.y,     (1.-c)*m.y*m.z-s*m.x,
            (1.-c)*m.x*m.z-s*m.y, (1.-c)*m.y*m.z+s*m.x, c+(1.-c)*m.z*m.z);
      }
      
      mat3 rotate(vec3 val){
        mat3 matX = rotationMatrix(vec3(1, 0, 0), val.x);
        mat3 matY = rotationMatrix(vec3(0, 1, 0), val.y);
        mat3 matZ = rotationMatrix(vec3(0, 0, 1), val.z);
        return matX * matY * matZ;
      }

      void main(){
        vP = position;
        vec3 vPos = instancePosition;
        vPos.y += 15. - abs(sin(time * PI)) * 5.;
        vPos.z += 5.;
        vPos *= rotate(vec3(0., time * 0.5, 0.));
        
        // head
        vec3 headPos = vPos;
        if (headPos.y > 20. && headPos.z > 0.) headPos.z -= 5.; 
        if (headPos.y < 18. && headPos.y > -7. && abs(headPos.x) < 5. && headPos.z > 0.) headPos.z -= 15. - (headPos.y) * 0.5; 
        if (headPos.y < -12. && abs(headPos.x) < 9. && headPos.z > 0.) headPos.z -= 5.;
        float head = udBox(headPos, vec3(12,22,9), 9.);
        
        // eyes
        vec3 eyesPos = vPos;
        float eyes = sdSphere(opSymX(eyesPos) - vec3(9., 16., 16.), 3.);
        
        // eye-brows
        vec3 browsPos = vPos;
        float brows = udBox(opSymX(browsPos) - vec3(9, 20., 22.), vec3(6., 2., 2.), 0.);

        // lips
        vec3 lipsPos = vPos;
        float lips = udBox(lipsPos - vec3(0., -11.5, 20.), vec3(8., 2., 2.), 0.);
        
        // hair
        vec3 hairPos = vPos;
        hairPos.y += 40.;
        hairPos.z *= 1.35;
        hairPos.z +=22.;
        float hair = sdRoundCone(hairPos * rotate(vec3(-PI * 0.1, 0., 0.)), 23., 27., 60.);

        // ring
        vec3 ringPos = vPos;
        ringPos.z *= 1.2;
        float ring = sdTorus((ringPos - vec3(0., 31., -6.)) * rotate(vec3(PI * 0.1, 0, 0)), vec2(22., 2));

        // feather
        vec3 featherPos = vPos;
        featherPos.x *= 4.;
        float feather = sdRoundCone((featherPos - vec3(100., 30., 0.)) * rotate(vec3(PI *0.2, 0., 0.)), 7., 8., 30.);
        
        float res = opUnion(head, eyes);
        res = opUnion(res, brows);
        res = opUnion(res, lips);
        res = opUnion(res, hair);
        res = opUnion(res, ring);
        res = opUnion(res, feather);
        float vSize = size;
        if ( res > 0.0 ) vSize *= 0.0;
        
        vC = vec3(0);
        if (res == head) vC = vec3(0.9903921568627451, 0.707843137254902, 0.4529411764705883);
        if (res == eyes) vC = vec3(0.3, 0.2, 0.1);
        if (res == brows) vC = vec3(0.5);
        if (res == lips) vC = vec3(0.9903921568627451, 0.707843137254902, 0.4529411764705883) * 0.5;
        if (res == hair) vC = vec3(0.7);
        if (res == ring) vC = vec3(0.5, 0., 0.);
        if (res == feather) vC = vec3(1.);
        

        vec4 mvPosition = modelViewMatrix * vec4( position * vSize + instancePosition, 1.0 );
        gl_Position = projectionMatrix * mvPosition;
      }
    `,
    fragmentShader: `
      
      varying vec3 vC;
      varying vec3 vP;
      
      void main(){
        vec3 c = vC;
        if (min(vP.x, min(vP.y, vP.z)) < -0.9) c *= 0.75; // fake shadow
        gl_FragColor = vec4( c, 1.0);
      }
    `
  })
);
scene.add(points);

// Box3Helper
/*var box3 = new THREE.Box3().setFromObject(points);
var box3Helper = new THREE.Box3Helper(box3, 0x404040);
scene.add(box3Helper);*/

var clock = new THREE.Clock();
var time = 0;

render();

function resize(renderer) {
  const canvas = renderer.domElement;
  const width = canvas.clientWidth;
  const height = canvas.clientHeight;
  const needResize = canvas.width !== width || canvas.height !== height;
  if (needResize) {
    renderer.setSize(width, height, false);
  }
  return needResize;
}

function render() {
  if (resize(renderer)) {
    camera.aspect = canvas.clientWidth / canvas.clientHeight;
    camera.updateProjectionMatrix();
  }
  
  time += clock.getDelta();
  points.material.uniforms.time.value = time;
  
  renderer.render(scene, camera);
  requestAnimationFrame(render);
}

            
          
!
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