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<svg id="logoFlower" width="600px" height="600px" viewBox="0 0 600 600" xmlns="http://www.w3.org/2000/svg">
<defs>
<filter id="glow">
<fegaussianblur class="blur" result="coloredBlur" stddeviation="2"></fegaussianblur>
<femerge>
<femergenode in="coloredBlur"></femergenode>
<femergenode in="coloredBlur"></femergenode>
<femergenode in="coloredBlur"></femergenode>
<femergenode in="SourceGraphic"></femergenode>
</femerge>
</filter>
<path id="petal" d="
M 0 0 Q 80 -50, 40 -100 T 0 -256
M 0 0 Q -80 -50, -40 -100 T 0 -256
M 0 -50 L 0 -100
" stroke="#f80" stroke-width="1" fill="transparent" style="filter: url(#glow);"/>
</defs>
<g transform="translate(300, 300)">
<animateTransform attributeName="transform" type="rotate"
values="0; 72; 0"
dur="10s" repeatCount="indefinite" additive="sum"/>
<use href="#petal"/>
<use href="#petal" transform="rotate(72)"/>
<use href="#petal" transform="rotate(144)"/>
<use href="#petal" transform="rotate(-144)"/>
<use href="#petal" transform="rotate(-72)"/>
</g>
</svg>
<iframe id="player" width="61" height="85" scrolling="no" frameborder="no" allow="autoplay" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/956511991&color=%23ff7f00&auto_play=false&hide_related=true&show_comments=false&show_user=true&show_reposts=false&show_teaser=false"></iframe>
<script src="https://w.soundcloud.com/player/api.js" type="text/javascript"></script>
<div id="checkbox" class="writing noselect">quick <div id="box"></div></div>
<div id="title" class="writing noselect">glowing<br/>warmness</div>
<!--div id="btnPlay" class="writing noselect">play ►</div-->
<div id="icons" style="display: none;">
<svg class="icon" viewBox="0 0 384 512" width="50">
<path d="M0 352a160 160 0 0 0 160 160h64a160 160 0 0 0 160-160V224H0zM176 0h-16A160 160 0 0 0 0 160v32h176zm48 0h-16v192h176v-32A160 160 0 0 0 224 0z" stroke="#840" stroke-opacity="0.5" fill="transparent" stroke-width="10"/>
</svg>
<svg id="stopicon" class="icon" viewBox="0 0 512 512" width="50">
<path d="M256 8C119.034 8 8 119.033 8 256s111.034 248 248 248 248-111.034 248-248S392.967 8 256 8zm130.108 117.892c65.448 65.448 70 165.481 20.677 235.637L150.47 105.216c70.204-49.356 170.226-44.735 235.638 20.676zM125.892 386.108c-65.448-65.448-70-165.481-20.677-235.637L361.53 406.784c-70.203 49.356-170.226 44.736-235.638-20.676z" stroke="maroon" stroke-width="10" fill="orange" fill-opacity="0.25"/>
</svg>
</div>
<script>
let splineDataPars = `
struct splineData {
vec3 point;
vec3 binormal;
vec3 normal;
};
splineData getSplineData(sampler2D tex, float t){
float step = 1. / 4.;
float halfStep = step * 0.5;
splineData sd;
sd.point = texture2D(tex, vec2(step * 0.5, t)).rgb;
sd.normal = texture2D(tex, vec2(step * 1.5, t)).rgb;
sd.binormal = texture2D(tex, vec2(step * 2.5, t)).rgb;
return sd;
}`;
let noise3d = `// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
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
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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 = 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) ) );
}`;
let noise = `
// Simplex 4D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 grad4(float j, vec4 ip){
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
float snoise(vec4 v){
const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
0.309016994374947451); // (sqrt(5) - 1)/4 F4
// First corner
vec4 i = floor(v + dot(v, C.yyyy) );
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp( i0, 0.0, 1.0 );
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
// x0 = x0 - 0.0 + 0.0 * C
vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
// Permutations
i = mod(i, 289.0);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// 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;
p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}
`;
</script>
@import url('https://fonts.googleapis.com/css2?family=Roboto:wght@100&display=swap');
body{
overflow: hidden;
margin: 0;
}
.transparent{
opacity: 0.001;
}
#player{
/*opacity: 0.05;*/
position: absolute;
bottom: 1vh;
right: 1vh;
border: 3px solid #f80;
border-radius: 30px;
}
.hoverable:hover{
opacity: 1;
}
#icons{
position: absolute;
margin: 10px;
left: 0;
top: 0;
}
#stopicon{
display: block;
position: absolute;
top: 8px;
}
#logoFlower{
position: absolute;
left:calc(50% - 300px);
top: calc(50% - 300px);
}
.writing{
margin: 20px;
font-family: 'Roboto', sans-serif;
font-size: 4vh;
display: block;
color: #fa0;
text-shadow: 0 0 0.125vh #f40, 0 0 0.125vh #f40, 0 0 0.25vh #f40, 0 0 0.5vh #f40, 0 0 0.75vh #f40;
}
#title{
position: absolute;
bottom: 0;
}
#btnPlay{
position: absolute;
bottom: 0;
right: 0;
opacity: 0.5;
cursor: pointer;
}
#checkbox{
position: absolute;
top: 0;
right: 0;
display:table-cell;
vertical-align: top;
cursor:pointer;
}
#box{
display: inline-table;
width: 2vh;
height: 2vh;
border: 2px solid #f80;
font-size:1.5vh;
text-align: center;
box-shadow: 0 0 6px 0px #f40;
}
.noselect {
-webkit-touch-callout: none;
/* iOS Safari */
-webkit-user-select: none;
/* Safari */
-khtml-user-select: none;
/* Konqueror HTML */
-moz-user-select: none;
/* Firefox */
-ms-user-select: none;
/* Internet Explorer/Edge */
user-select: none;
/* Non-prefixed version, currently
supported by Chrome and Opera */
}
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
import { RoundedBoxGeometry } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/geometries/RoundedBoxGeometry";
import { EffectComposer } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/ShaderPass.js";
import { UnrealBloomPass } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/postprocessing/UnrealBloomPass.js";
import { MeshSurfaceSampler } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/math/MeshSurfaceSampler";
import { ImprovedNoise } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/math/ImprovedNoise";
import { TWEEN } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/libs/tween.module.min";
//import { GUI } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/libs/lil-gui.module.min";
//import Stats from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/libs/stats.module.js';
console.clear();
// <SoundCloudWidget>
let playingStarted = 0;
let SCW = SC.Widget(player);
SCW.bind(SC.Widget.Events.READY, function () {
/*btnPlay.style.opacity = 1;
btnPlay.addEventListener("click", event => {
})*/
SCW.bind(SC.Widget.Events.PLAY, function () {
if (playingStarted !== 0) return;
//btnPlay.style.display = "none";
checkbox.style.display = "none";
logoFlower.style.display = "none";
icons.style.display = "block";
player.classList.add("transparent");
player.classList.add("hoverable");
//SCW.play();
runRendering();
runSequence();
playingStarted = 1;
});
});
// </SoundCloudWidget>
const perlin = new ImprovedNoise();
const isQuick = {
value: false
}
checkbox.addEventListener("click", event => {
isQuick.value = !isQuick.value;
box.style.backgroundColor = isQuick.value ? "#f80" : "transparent";
//console.log(isQuick.value);
})
class CurveDTex extends THREE.DataTexture{
constructor(curve, segments){
let data = new Float32Array(4 * segments * 4).fill(0);
let pts = curve.getSpacedPoints(segments - 1);
let nbt = curve.computeFrenetFrames(segments - 1);
pts.forEach((p, idx) => {
let offset = idx * 16;
p.toArray(data, offset);
nbt.normals[idx].toArray(data, offset + 4);
nbt.binormals[idx].toArray(data, offset + 8);
nbt.tangents[idx].toArray(data, offset + 12);
});
super(data, 4, segments, THREE.RGBAFormat, THREE.FloatType);
this.needsUpdate = true;
}
}
class Postprocessing {
constructor(scene, camera, renderer) {
const renderScene = new RenderPass(scene, camera);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0,
0
);
const target1 = new THREE.WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{
type: THREE.HalfFloatType,
format: THREE.RGBAFormat,
encoding: THREE.sRGBEncoding,
samples: 8
}
);
this.bloomComposer = new EffectComposer(renderer, target1);
this.bloomComposer.renderToScreen = false;
this.bloomComposer.addPass(renderScene);
this.bloomComposer.addPass(bloomPass);
const finalPass = new ShaderPass(
new THREE.ShaderMaterial({
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: this.bloomComposer.renderTarget2.texture }
},
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`,
fragmentShader: `uniform sampler2D baseTexture; uniform sampler2D bloomTexture; varying vec2 vUv; void main() { gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) ); }`,
defines: {}
}),
"baseTexture"
);
finalPass.needsSwap = true;
const target2 = new THREE.WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{
type: THREE.HalfFloatType,
format: THREE.RGBAFormat,
encoding: THREE.sRGBEncoding,
samples: 8
}
);
this.finalComposer = new EffectComposer(renderer, target2);
this.finalComposer.addPass(renderScene);
this.finalComposer.addPass(finalPass);
}
}
class Background extends THREE.Mesh {
constructor(gu, bgColor) {
super(
new THREE.CylinderGeometry(1, 1, 1, 72, 1, true)
.translate(0, 0.5, 0)
.scale(250, 150, 250),
new THREE.MeshBasicMaterial({
side: THREE.BackSide,
onBeforeCompile: (shader) => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.uniforms.bgColor = { value: new THREE.Color(bgColor.on) };
shader.uniforms.appearance = this.uniforms.appearance;
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vPos = position;
`
);
//console.log("Background", shader.vertexShader);
shader.fragmentShader = `
#define ss(a, b, c) smoothstep(a, b, c)
uniform float time;
uniform float globalBloom;
uniform vec3 bgColor;
uniform float appearance;
varying vec3 vPos;
${noise}
${shader.fragmentShader}
`.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
float t = time * 0.1;
vec3 col1 = bgColor;
vec3 col2 = col1 + mix(vec3(1, 1, 0), vec3(1, 0.25, 0), ss(25., 125., vPos.y)) * 0.2;
vec3 pos = vPos;
pos.xz = normalize(vPos.xz) * 15.;
pos.y -= time * 25.;
pos.y *= 0.01;
float n = snoise(vec4(pos, t)) * 0.5 + 0.5;
float f = n * (ss(0., 25., vPos.y) - ss(25., 150., vPos.y));
f *= f;
vec3 col = mix(col1, col2, f * appearance);
gl_FragColor.rgb = mix(col, vec3(0), globalBloom);
`
);
//console.log("Background", shader.fragmentShader)
}
})
);
this.uniforms = {
appearance:
{value: 0}
};
}
}
class AncientCube extends THREE.Mesh {
constructor(gu) {
super(
new RoundedBoxGeometry(3.5, 3.5, 3.5, 5, 0.375)
.rotateY(Math.PI / 4)
.rotateZ(THREE.MathUtils.degToRad(90 - 35.5))
.rotateY(Math.PI / 6)
.translate(0, Math.sqrt(3) * 2, 0),
new THREE.MeshLambertMaterial({
color: new THREE.Color(0.075, 0, 0),
onBeforeCompile: (shader) => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vPos = position;
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
uniform float time;
uniform float globalBloom;
varying vec3 vPos;
${noise}
${shader.fragmentShader}
`.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
float n = snoise(vec4(vPos * 0.25, time * 0.05));
n = sin(n * PI2 * 4.) * 0.5 + 0.5;
float fw = fwidth(n);
float e = fw * 3.;
float f = smoothstep(e, 0., abs(n - 0.5));
vec3 colorBloomNone = mix(gl_FragColor.rgb, mix(vec3(0.5, 0, 1) * 1., vec3(1, 1, 0.5), 0.875) * 0.75, f);
vec3 colorBloom = mix(vec3(0), vec3(1, 0, 0) * 0.5, f);
gl_FragColor.rgb = mix(colorBloomNone, colorBloom, globalBloom);
`
);
//console.log(shader.fragmentShader);
}
})
);
this.light = new THREE.PointLight(0xff0088, 2, 10, 2);
this.add(this.light);
}
}
class Ground extends THREE.Mesh {
constructor(gu, bgColor) {
let g = new THREE.PlaneGeometry(20, 20, 40, 40);
let pos = g.attributes.position;
let uv = g.attributes.uv;
for (let i = 0; i < pos.count; i++) {
pos.setZ(i, perlin.noise(uv.getX(i) * 5, uv.getY(i) * 5, 0.1)) * 1;
}
g.computeVertexNormals();
super(
g.rotateX(Math.PI * -0.5).translate(0, -0.3, 0),
new THREE.MeshLambertMaterial({
color: 0x440000,
onBeforeCompile: (shader) => {
shader.uniforms.globalBloom = gu.globalBloom;
shader.uniforms.bgColor = { value: new THREE.Color(bgColor.on) };
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vPos = position;
`
);
shader.fragmentShader = `
uniform float globalBloom;
uniform vec3 bgColor;
varying vec3 vPos;
${shader.fragmentShader}
`.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
gl_FragColor.rgb = mix(gl_FragColor.rgb, bgColor, smoothstep(0.25, 0.5, length(vUv - 0.5)));
gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
`
);
}
})
);
this.material.defines = { USE_UV: "" };
}
}
class Flower extends THREE.Mesh {
constructor(gu) {
let colors = {
base: 0x641600,
back: 0x320000
}
// core
let g = new THREE.SphereGeometry(0.15, 63, 32)
.translate(0, 0.15, 0)
.scale(1, 4, 1);
let m = new THREE.MeshBasicMaterial({ color: colors.base });
super(g, m);
this.position.set(0, 7.75, 0);
// petals
const petalSegments = 100;
let gPetal = new THREE.BoxGeometry(1, 0.0375, 1, 1, 1, petalSegments).translate(0, 0, 0.5);
let curveShape = new THREE.CatmullRomCurve3(
[
[0, 0],
[0.5, 0.25],
[0.25, 0.5],
[0.375, 0.75],
[0, 1]
].map((p) => {
return new THREE.Vector3(p[0], p[1], 0);
})
);
let curveBend = new THREE.CatmullRomCurve3(
[
[0, 0],
[0.125, -0.125],
[1, 0.5],
[1.5, 0.25]
].map((p) => {
return new THREE.Vector3(0, p[1], p[0]);
})
);
let texShape = new CurveDTex(curveShape, petalSegments + 1);
let texBend = new CurveDTex(curveBend, petalSegments + 1);
let gPetals = new THREE.InstancedBufferGeometry().copy(gPetal);
gPetals.setAttribute("instID", new THREE.InstancedBufferAttribute(new Float32Array([0, 1, 2, 3, 4]), 1));
gPetals.instanceCount = Infinity;
let mPetals = new THREE.MeshBasicMaterial({
color: colors.base,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.uniforms.texShape = {value: texShape};
shader.uniforms.texBend = {value: texBend};
shader.uniforms.colorBack = {value: new THREE.Color(colors.back)};
shader.uniforms.appearance = this.petals.uniforms.appearance;
shader.vertexShader = `
#define ss(a, b, c) smoothstep(a, b, c)
uniform sampler2D texShape;
uniform sampler2D texBend;
uniform float appearance;
attribute float instID;
${splineDataPars}
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
float shapeX = getSplineData(texShape, position.z).point.x;
splineData bend = getSplineData(texBend, position.z);
vec3 P = bend.point;
vec3 B = bend.binormal;
vec3 N = bend.normal;
vec2 profile = position.xy;
float aprn = -1. + (appearance * 2.); // smooth
aprn = ss(aprn + 1., aprn, position.z); // appearance
profile.x *= (shapeX * 1.25) * aprn;
profile.y *= (sin(position.z * PI) * 0.5 + 0.5) * aprn;
vec3 pos = P + (N * profile.x) + (B * profile.y);
float angle = PI * 2. / 5. * instID;
float c = cos(angle);
float s = sin(angle);
pos.xz *= mat2(c, s, -s, c);
transformed = pos;
`
);
//console.log("mPetals", shader.vertexShader);
shader.fragmentShader = `
uniform float time;
uniform float globalBloom;
uniform vec3 colorBack;
float uvOutline(vec2 uv){
// https://madebyevan.com/shaders/grid/
vec2 coord = uv;
vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord) / 2.;
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}
${shader.fragmentShader}
`.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
vec2 oUv = vUv * vec2(2., 1.);
float outline = uvOutline(oUv);
vec3 colorBloom = mix(gl_FragColor.rgb * 0.875, vec3(0), outline);
vec3 colorBloomNone = mix(vec3(0), colorBack, outline);
gl_FragColor.rgb = mix(colorBloomNone, colorBloom, globalBloom);
`
);
//console.log(shader.fragmentShader)
}
});
mPetals.defines = {"USE_UV": ""};
let petals = new THREE.Mesh(gPetals, mPetals);
petals.uniforms = {
appearance: {
value: 0
}
}
this.petals = petals;
this.add(this.petals);
}
}
class Plant extends THREE.Mesh {
constructor(gu, box) {
box.updateMatrixWorld();
super();
this.uniforms = {
growth: { value: 0 }
};
// base curve
let curvePts = [/*new THREE.Vector3(0, -0.5, 0)*/];
let raycaster = new THREE.Raycaster();
let ori = new THREE.Vector3(),
dir = new THREE.Vector3();
let interPoint = new THREE.Vector3();
let intersect;
const amount = 120;
new Array(amount + 1).fill().forEach((p, idx) => {
ori.setFromSphericalCoords(
4,
Math.PI - idx * (Math.PI / amount),
Math.PI - idx * ((Math.PI * 2) / amount) * 4
);
dir.copy(ori).normalize().negate();
ori.y += Math.sqrt(3) * 2;
raycaster.set(ori, dir);
intersect = raycaster.intersectObject(box);
let io = intersect[0];
//console.log(intersect);
interPoint.copy(io.point).addScaledVector(io.face.normal, 0.75);
curvePts.push(interPoint.clone());
});
curvePts.push(new THREE.Vector3(0, 7.5, 0), new THREE.Vector3(0, 8, 0));
let curve = new THREE.CatmullRomCurve3(curvePts);
let dt = new CurveDTex(curve, 1024);
dt.needsUpdate = true;
let g = new THREE.CylinderGeometry(1, 1, 1, 64, 1023, true)
.translate(0, 0.5, 0)
.rotateX(-Math.PI * 0.5);
let m = new THREE.MeshLambertMaterial({
color: new THREE.Color(0x321608).multiplyScalar(0.5),
onBeforeCompile: (shader) => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.uniforms.spatialTex = { value: dt };
shader.uniforms.growth = this.uniforms.growth;
shader.vertexShader = `
#define ss(a, b, c) smoothstep(a, b, c)
uniform float time;
uniform sampler2D spatialTex;
uniform float growth;
varying float vNoiseVal;
${splineDataPars}
${noise}
${shader.vertexShader}
`
.replace(
`#include <beginnormal_vertex>`,
`#include <beginnormal_vertex>
splineData spline = getSplineData(spatialTex, 1. - uv.y);
vec3 P = spline.point;
vec3 B = spline.binormal;
vec3 N = spline.normal;
float radiusNoise = snoise(vec4(position.xy, (uv.y + time * 0.00625) * 40., time * 0.5));
vNoiseVal = radiusNoise * 0.5 + 0.5;
float growthVal = (1. - growth) * (1. - 0.015);
float radius = (0.05 * growth + 0.075 * uv.y) + radiusNoise * 0.1;
radius *= ss(growthVal, growthVal + 0.015, uv.y) - ss(1. - 0.015, 1., uv.y); // top tip - bottom tip
vec2 profile = position.xy * radius;
vec3 pos = P + (N * profile.x) + (B * profile.y);
objectNormal = normalize(pos - P);
`
)
.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
transformed = pos;
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
#define ss(a, b, c) smoothstep(a, b, c)
uniform float globalBloom;
varying float vNoiseVal;
${shader.fragmentShader}
`.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
float noiseVal = ss(0.5, 0.75, vNoiseVal);
vec3 colBloomNone = mix(gl_FragColor.rgb, vec3(0.5), noiseVal);
vec3 colBloom = mix(vec3(0), vec3(1, 0.25, 0), noiseVal);
gl_FragColor.rgb = mix(colBloomNone, colBloom, globalBloom);
`
);
//console.log(shader.fragmentShader);
}
});
m.defines = { USE_UV: "" };
this.geometry = g;
this.material = m;
this.flower = new Flower(gu);
this.add(this.flower);
}
}
class Fireflies extends THREE.Points {
constructor(gu) {
let shift = [];
let g = new THREE.BufferGeometry().setFromPoints(
new Array(1000).fill().map((_) => {
let R = 8;
let r = 5;
let rand = Math.random();
let radius = Math.sqrt(R * R * rand + (1 - rand) * r * r);
let v = new THREE.Vector3().randomDirection().setLength(radius);
v.y += Math.sqrt(3) * 2;
shift.push(
Math.random() * Math.PI,
Math.random() * Math.PI * 2,
(Math.random() * 0.9 + 0.1) * Math.PI * 0.1,
Math.random() * 3 + 1
);
return v;
})
);
g.setAttribute("shift", new THREE.Float32BufferAttribute(shift, 4));
let m = new THREE.PointsMaterial({
color: "orange",
size: 0.1125,
transparent: true,
opacity: 0,
onBeforeCompile: (shader) => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.vertexShader = `
uniform float time;
attribute vec4 shift;
varying float vActive;
${shader.vertexShader}
`
.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
float t = time;
float moveT = mod(shift.x + shift.z * t, PI2);
float moveS = mod(shift.y + shift.z * t, PI2);
transformed += vec3(cos(moveS) * sin(moveT), cos(moveT), sin(moveS) * sin(moveT)) * shift.w;
float a = sin(mod((time * 0.1 + shift.w) * PI2, PI2)) * 0.5 + 0.5;
a *= a*a*a*a;
vActive = a * step(0., transformed.y);
`
)
.replace(`gl_PointSize = size;`, `gl_PointSize = size * vActive;`);
//console.log(shader.vertexShader);
shader.fragmentShader = `
#define ss(a, b, c) smoothstep(a, b, c)
uniform float time;
uniform float globalBloom;
varying float vActive;
${shader.fragmentShader}
`
.replace(
`#include <clipping_planes_fragment>`,
`#include <clipping_planes_fragment>
float d = length(gl_PointCoord.xy - 0.5);
if (d > 0.5) discard;
`
)
.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`vec4 diffuseColor = vec4( diffuse, opacity );
diffuseColor.a *= 0.75 * ss(0.5, 0., d) * vActive;
`
)
.replace(
`#include <premultiplied_alpha_fragment>`,
`#include <premultiplied_alpha_fragment>
vec3 colBloomNone = mix(gl_FragColor.rgb, vec3(1, 0.5, 0.25), vActive);
vec3 colBloom = mix(vec3(0), gl_FragColor.rgb, vActive);
gl_FragColor.rgb = mix(colBloomNone, colBloom, globalBloom);
`
);
//console.log(shader.fragmentShader);
}
});
super(g, m);
}
}
class Tetrahedra extends THREE.InstancedMesh{
constructor(gu, circles = 3, itemsPerCircle = 100){
let totalCount = circles * itemsPerCircle;
let g = new THREE.TetrahedronGeometry(0.5);
g.setAttribute("timings", new THREE.InstancedBufferAttribute(new Float32Array(totalCount).fill(-100), 1));
let m = new THREE.MeshBasicMaterial({
color: new THREE.Color(1, 0.125, 0),
wireframe: true,
transparent: true,
opacity: 1,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.uniforms.appearance = this.uniforms.appearance;
shader.vertexShader = `
attribute float timings;
varying float vTimings;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vTimings = timings;
`
);
shader.fragmentShader = `
#define S(a, b, t) smoothstep(a, b, t)
uniform float time;
uniform float globalBloom;
uniform float appearance;
varying float vTimings;
${shader.fragmentShader}
`.replace(
`#include <color_fragment>`,
`#include <color_fragment>
float aVal = time - vTimings;
float peak = 0.1;
float end = 1.;
float showVal = S(0., peak, aVal) - S(peak, end, aVal);
showVal *= appearance;
diffuseColor.a = 0.125 + (0.875 * showVal);
vec3 colorBloom = mix(vec3(0), diffuseColor.rgb, showVal);
vec3 colorBloomNone = mix(diffuseColor.rgb, vec3(0.5), showVal);
diffuseColor.rgb = mix(colorBloomNone, colorBloom, globalBloom);
`
);
//console.log(shader.vertexShader, shader.fragmentShader);
}
});
super(g, m, totalCount);
this.proxy = new Array(totalCount).fill().map( (_, idx) => {
let o = new THREE.Object3D();
o.scale.setScalar(Math.random() * 0.5 + 1);
let cIdx = Math.floor(idx / 100)
o.userData = {
cIdx: cIdx,
rotDir: cIdx == 0 ? 1 : cIdx == 1 ? -1 : 0,
radius: 20 + 10 * cIdx,
angle: Math.PI * 2 / itemsPerCircle * (idx % itemsPerCircle),
rotInit: new THREE.Vector3().random().multiplyScalar(2 * Math.PI),
rotSpeed: new THREE.Vector3().random().multiplyScalar(2 * Math.PI * 0.1)
}
return o;
});
setInterval(()=>{
for(let i = 0; i < 5; i++){
this.geometry.attributes.timings.setX(THREE.MathUtils.randInt(0, totalCount - 1), gu.time.value);
}
this.geometry.attributes.timings.needsUpdate = true;
}, 100);
//console.log(this);
this.uniforms = {
appearance: {value: 0}
}
this.params = {
heightRatio: 1
}
this.update = (t) => {
this.proxy.forEach((proxy, idx) => {
let ud = proxy.userData;
let cIdx = ud.cIdx;
let rotDir = ud.rotDir;
let r = ud.radius;
let a = ud.angle + (t * Math.PI * 0.05 * rotDir);
proxy.position.set(
Math.cos(a) * r,
cIdx * 2 * this.params.heightRatio,
Math.sin(a) * r
);
let ri = ud.rotInit;
let rs = ud.rotSpeed;
proxy.rotation.set(ri.x + rs.x * t, ri.y + rs.y * t, ri.z + rs.z * t);
proxy.updateMatrix();
this.setMatrixAt(idx, proxy.matrix);
});
this.instanceMatrix.needsUpdate = true;
}
}
}
class Grass extends THREE.Mesh{
constructor(gu, ground){
let mss = new MeshSurfaceSampler(ground).build();
let instPos = [];
let counter = 0;
let v3 = new THREE.Vector3();
while(counter < 1000){
mss.sample(v3);
if(Math.hypot(v3.x, v3.z) < 10){
instPos.push(v3.x, v3.y, v3.z);
counter++;
}
}
let pts = [
[0, 0],
[0.5, 0.5],
[0.75, 1],
[0.5, 1.5],
[0, 3]
].map(p => {return new THREE.Vector3(p[0], p[1], 0).multiplyScalar(0.1)});
let g = new THREE.LatheGeometry(new THREE.CatmullRomCurve3(pts).getPoints(20));
let gi = new THREE.InstancedBufferGeometry().copy(g);
gi.setAttribute("instPos", new THREE.InstancedBufferAttribute(new Float32Array(instPos), 3));
//console.log(gi)
gi.instanceCount = Infinity;
let m = new THREE.MeshBasicMaterial({
color: new THREE.Color(1, 0.25, 0).multiplyScalar(0.125),
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.globalBloom = gu.globalBloom;
shader.uniforms.appearance = this.uniforms.appearance;
shader.vertexShader = `
#define S(a, b, t) smoothstep(a, b, t)
uniform float time;
uniform float appearance;
attribute vec3 instPos;
varying float vNoise;
${noise}
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vec3 pos = position;
float appVal = S((appearance + 0.1) * 10., appearance * 10., length(instPos.xz));
float n = snoise(vec4(instPos * 0.25, time * 0.5));
n = n * 0.5 + 0.5;
n *= n * appVal;
vNoise = n;
vec3 iPos = pos * n + instPos;
transformed = iPos;
`
);
//console.log("grass VS", shader.vertexShader);
shader.fragmentShader = `
varying float vNoise;
${shader.fragmentShader}
`.replace(
`#include <color_fragment>`,
`#include <color_fragment>
diffuseColor.rgb += vec3(0.05) * vNoise;
`
);
//console.log("grass FS", shader.fragmentShader);
}
});
super(gi, m);
this.uniforms = {
appearance: {value: 0.25}
};
this.visible = false;
}
}
let bgColor = {
on: 0x240012,
off: 0x000000
};
let scene = new THREE.Scene();
scene.background = new THREE.Color(bgColor.on);
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.setFromCylindricalCoords( 7, Math.PI * 1.35 - Math.PI / 2, 0.25 );
let renderer = new THREE.WebGLRenderer({ antialias: false });
renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.setSize(innerWidth, innerHeight);
renderer.render(scene, camera);
document.body.appendChild(renderer.domElement);
let postprocessing = new Postprocessing(scene, camera, renderer);
window.addEventListener("resize", (event) => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
postprocessing.bloomComposer.setSize(innerWidth, innerHeight);
postprocessing.finalComposer.setSize(innerWidth, innerHeight);
});
let controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, Math.sqrt(3) * 2, 0);
controls.enabled = false;
//fullControls();
let gu = {
time: { value: 0 },
globalBloom: { value: 0 }
}; // global uniforms
let light = new THREE.DirectionalLight(0xffffff, 0.5);
let lightAmb = new THREE.AmbientLight(0xffffff, 0.5);
light.position.set(0.5, 0.25, 1);
scene.add(light, lightAmb);
//scene.add(new THREE.GridHelper());
let background = new Background(gu, bgColor);
let ancientCube = new AncientCube(gu);
let ground = new Ground(gu, bgColor);
let plant = new Plant(gu, ancientCube);
let fireflies = new Fireflies(gu);
let tetrahedra = new Tetrahedra(gu);
let grass = new Grass(gu, ground);
let updatables = [tetrahedra];
scene.add(background, ancientCube, ground, plant, fireflies, tetrahedra, grass);
/*let gui = new GUI();
gui.add(plant.flower.petals.uniforms.appearance, "value", 0, 1);*/
/*let stats = new Stats();
document.body.appendChild( stats.dom );*/
let clock = new THREE.Clock(false);
function runRendering() {
clock.start();
renderer.setAnimationLoop(() => {
TWEEN.update();
controls.update();
let t = clock.getElapsedTime();
gu.time.value = t;
ancientCube.light.position.setFromSphericalCoords(1, t, t);
ancientCube.light.position.y += Math.sqrt(3);
updatables.forEach(u => {u.update(t)});
gu.globalBloom.value = 1;
scene.background.set(bgColor.off);
postprocessing.bloomComposer.render();
gu.globalBloom.value = 0;
scene.background.set(bgColor.on);
postprocessing.finalComposer.render();
//renderer.render(scene, camera);
//stats.update();
});
}
function runSequence() {
light.intensity = 0;
ancientCube.scale.setScalar(0.0001);
plant.uniforms.growth.value = 0;
plant.flower.scale.setScalar(0.0001);
plant.flower.petals.uniforms.appearance.value = 0;
background.uniforms.appearance.value = 0;
fireflies.material.opacity = 0;
tetrahedra.scale.setScalar(0.00001);
tetrahedra.uniforms.appearance.value = 0;
tetrahedra.params.heightRatio = 1;
grass.uniforms.appearance.value = 0;
//let isQuick = true;
let quickSpeed = 10;
function quick(val){
return val / (isQuick.value ? quickSpeed : 1);
}
let tLights = new TWEEN.Tween({val: 0}).to({val: 1}, quick(25000)) // 0:00 - 0:25
.onUpdate(function(val){
light.intesity = 0.5 * val.val;
lightAmb.intensity = 0.5 * val.val;
ancientCube.light.intensity = 2 * val.val;
});
let tBackground = new TWEEN.Tween(background.uniforms.appearance).to({value: 1}, quick(25000)); // 0:25 - 0:50
let tCube = new TWEEN.Tween({val: 0}).to({val: 1}, quick(27000)) // 0:50 - 1:17
.onUpdate(function(val){
ancientCube.scale.setScalar(0.0001 + 0.9999 * val.val);
});
let tPlant = new TWEEN.Tween({ val: 0 }).to({ val: 1 }, quick(86000)) // 1:17 - 2:43
.easing(TWEEN.Easing.Sinusoidal.InOut)
.onUpdate(function (val) {
plant.uniforms.growth.value = val.val;
camera.position.setFromCylindricalCoords(
7 + 3 * val.val,
Math.PI * 1.35 - Math.PI / 2 + Math.PI * 2 * 2 * val.val,
0.25 + (Math.sqrt(3) * 2 - 0.25) * val.val
);
});
let tFlower = new TWEEN.Tween({val: 0}).to({val: 1}, quick(13000)) // 2:43 - 2:56
.onUpdate(function(val){
plant.flower.scale.setScalar(0.0001 + 0.9999 * val.val);
});
let tPetals = new TWEEN.Tween(plant.flower.petals.uniforms.appearance).to({value: 1}, quick(13000)); // 2:56 - 3:09
let tFireflies = new TWEEN.Tween(fireflies.material).to({opacity: 1}, quick(13000)) // 3:09 - 3:22
let tStopIconOff = new TWEEN.Tween({val: 0}).to({val: 1}, quick(2000))// 3:22 - 3:24
.onUpdate(function(val){
stopicon.style.opacity = 1 - val.val;
controls.autoRotateSpeed = val.val * 0.125;
})
.onComplete(function () {
fullControls();
});
let tTetrahedra = new TWEEN.Tween({val: 0}).to({val: 1}, quick(1000))
.delay(quick(35000)) //3:59 - 4:00
.easing(TWEEN.Easing.Sinusoidal.InOut)
.onUpdate(function(val){
tetrahedra.scale.setScalar(val.val)
});
let tTetrahedraBlink = new TWEEN.Tween(tetrahedra.uniforms.appearance).to({value: 1}, quick(10000));
let tTetrahedraRise = new TWEEN.Tween(tetrahedra.params).to({heightRatio: 3}, quick(37000))
.delay(quick(39000)); // from tTetrahedra
let tTetrahedraFall = new TWEEN.Tween(tetrahedra.params).to({heightRatio: 1}, quick(1000)); // after tTetrahedraRise
let tGrass = new TWEEN.Tween(grass.uniforms.appearance).to({value: 1}, quick(5000)) // 5:55 - end
.delay(quick(115000)) // from tTetrahedra
.onStart(function(){grass.visible = true;})
.easing(TWEEN.Easing.Quintic.Out)
tLights.chain(tBackground);
tBackground.chain(tCube);
tCube.chain(tPlant);
tPlant.chain(tFlower);
tFlower.chain(tPetals);
tPetals.chain(tFireflies);
tFireflies.chain(tStopIconOff);
tStopIconOff.chain(tTetrahedra);
tTetrahedraRise.chain(tTetrahedraFall);
tTetrahedra.chain(tTetrahedraBlink, tTetrahedraRise, tGrass);
tLights.start();
}
function fullControls() {
controls.enableDamping = true;
controls.enablePan = false;
controls.autoRotate = true;
controls.minDistance = 6;
controls.maxDistance = 12;
controls.minPolarAngle = Math.PI * 0.1;
controls.maxPolarAngle = Math.PI * 0.5;
controls.enabled = true;
}
Also see: Tab Triggers