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HTML

              
                <!--canvas id="testChars" style="position: absolute; margin: 10px; border: 1px solid aqua;"></canvas-->
              
            
!

CSS

              
                body{
  overflow: hidden;
  margin: 0;
}
              
            
!

JS

              
                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 * as BufferGeometryUtils from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/utils/BufferGeometryUtils"
import { TWEEN } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/libs/tween.module.min";

console.clear();

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer({antialias: true});
//renderer.setClearColor(0x161616);
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", (event) => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
});

let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.enablePan = false;
controls.minDistance = 8;
controls.maxDistance = 12;
controls.minPolarAngle = Math.PI * 0.5;
controls.maxPolarAngle = Math.PI * 0.5; 

let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));

let u = {
  time: {value: 0}
}

let keyboard = makeKeyboard();
keyboard.position.x = -0.5;
keyboard.position.y = -2;
keyboard.rotation.x = -Math.PI / 5;
scene.add(keyboard);

let screenCanvas = document.createElement("canvas");
screenCanvas.width = screenCanvas.height = 128;
let screenTexture = new THREE.CanvasTexture(screenCanvas);
screenTexture.needsUpdate = true;

let screenPlane = new THREE.Mesh(new THREE.PlaneGeometry(4/3, 1), new THREE.MeshBasicMaterial({
  color: 0x323232,
  onBeforeCompile: shader => {
    shader.uniforms.time = u.time;
    shader.uniforms.glyphTex = new THREE.Uniform(screenTexture);
    shader.fragmentShader = `
      uniform float time;
      uniform sampler2D glyphTex;
      // from https://iquilezles.org/articles/distfunctions
      float roundedBoxSDF(vec2 CenterPosition, vec2 Size, float Radius) {
          return length(max(abs(CenterPosition)-Size+Radius,0.0))-Radius;
      }
      ${shader.fragmentShader}
    `.replace(
      `#include <dithering_fragment>`,
      `#include <dithering_fragment>
        
        float ratio = 4./3.;
        
        float box = roundedBoxSDF(vUv - vec2(0.5), vec2(0.5), 0.25);
        if (box > 0.) discard;
        
        float lines = sin((vUv.y + mod(time * 0.01, 100.)) * PI * 128.) * 0.5 + 0.5;
        lines = pow(lines, 1.1);
        
        
        vec2 uv = vUv * vec2(ratio, 1.) - vec2(fract(ratio) * 0.5, 0.);
        float glyph = texture(glyphTex, uv).g;
        gl_FragColor.rgb = mix(gl_FragColor.rgb + (0.1 * lines), vec3(0.25, 1, 0.75), glyph * lines);
      
      `
    );
    //console.log(shader.fragmentShader)
  }
}));
screenPlane.material.defines = {"USE_UV" : ""};
screenPlane.geometry.translate(0, 0.5, 0);
screenPlane.position.z = -50;
screenPlane.scale.setScalar(30);
scene.add(screenPlane);

const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
let intersects;
let isRunning = false;
window.addEventListener("pointerdown", event => {
  
	pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
	pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  raycaster.setFromCamera(pointer, camera);
  
  intersects = raycaster.intersectObject(keyboard);
  
  if (intersects.length > 0){
    if (isRunning) return;
    let arr = new Uint8Array(1).fill(0);
    let keyId = Math.floor(intersects[0].faceIndex / 444); // 444 - amount of faces per part
    new TWEEN.Tween({val: 0}).to({val: 1}, 62)
      .repeat(1)
      .yoyo(true)
      .onStart( _ => {isRunning = true})
      .onUpdate( val => {
          let v = Math.round(val.val * 255);
          arr[0] = v;
          keyboard.userData.dataTex.image.data.set(arr, keyId);
        }
      )
      .onComplete( _ => {isRunning = false})
      .start();
    showGlyph(keyId);  
  }
  
  
})

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  u.time.value = t;
  TWEEN.update();
  controls.update();
  keyboard.userData.dataTex.needsUpdate = true;
  screenPlane.position.copy(camera.position).negate().setLength(55).add(camera.position);
  screenPlane.quaternion.copy(camera.quaternion);
  renderer.render(scene, camera);
});

function showGlyph(idx){
  let ctx = screenCanvas.getContext("2d");
  ctx.clearRect(0, 0, screenCanvas.width, screenCanvas.height);
  ctx.textAlign = "center";
  ctx.textBaseline = "middle";
  ctx.font = "bold 128px Arial";
  ctx.fillStyle = "white";
  let glyph = keyboard.userData.charMap.userData.str[idx];
  ctx.fillText(glyph, screenCanvas.width * 0.5, screenCanvas.height * 0.5);
  screenTexture.needsUpdate = true;
}

function makeKeyboard(){
  let kGs = [];
  makeLine(kGs, new THREE.Vector3(-5.25, 1.5, 0), new THREE.Vector3(1, 0, 0), 12);
  makeLine(kGs, new THREE.Vector3(-4.75, 0.5, 0), new THREE.Vector3(1, 0, 0), 12);
  makeLine(kGs, new THREE.Vector3(-4.5, -0.5, 0), new THREE.Vector3(1, 0, 0), 11);
  makeLine(kGs, new THREE.Vector3(-4.0, -1.5, 0), new THREE.Vector3(1, 0, 0), 10);
  let g = BufferGeometryUtils.mergeBufferGeometries(kGs, true);
  //console.log(g);
  let cm = createCharMap();
  let m = new THREE.MeshLambertMaterial({
    color: 0x323232,
    onBeforeCompile: shader => {
      shader.uniforms.indexMap = new THREE.Uniform(keyboard.userData.dataTex);
      shader.uniforms.charMap = new THREE.Uniform(cm);
      shader.vertexShader = `
        uniform sampler2D indexMap;
        attribute float blockIdx;
        attribute vec2 blockUV;
        varying float vBlockIdx;
        varying vec2 vBlockUV;
        varying float vShowSide;
        varying float vZVal;
        varying float vIdxVal;
        ${shader.vertexShader}
      `.replace(
        `#include <begin_vertex>`,
        `#include <begin_vertex>
        
          float xIdxStep = 1. / ${kGs.length}.;
          float idxVal = texture2D(indexMap, vec2((blockIdx + 0.5) * xIdxStep, 0.5)).r;
          vIdxVal = idxVal;
          
          transformed.z = position.z - (0.2 * idxVal);
          
          vBlockIdx = blockIdx;
          vBlockUV = blockUV;
          vShowSide = step(0.05, position.z);
          vZVal = position.z;
          
        `
      );
      //console.log(shader.vertexShader);
      shader.fragmentShader = `
        #define ss(a, b, c) smoothstep(a, b ,c)
        uniform sampler2D charMap;
        varying float vBlockIdx;
        varying vec2 vBlockUV;
        varying float vShowSide;
        varying float vZVal;
        varying float vIdxVal;
        ${shader.fragmentShader}
      `.replace(
        `#include <dithering_fragment>`,
        `#include <dithering_fragment>
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1), vIdxVal);
          
          float charStep = 1. / 8.;
          vec2 sumUV = vBlockUV + clamp((vUv - 0.25 * charStep) * 2., 0., charStep);
          float charValue = texture2D(charMap, sumUV).g;
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1, 0, 0), charValue * vShowSide); // glyph
          float fw = fwidth(vZVal) * 2.;
          float midLine = ss(0.0125 - fw, 0.0125, vZVal) - ss(0.025, 0.025 + fw , vZVal);
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1, 0, 0), midLine); // red border
        
        `
      );
      //console.log(shader.fragmentShader);
    }
  });
  m.defines = {"USE_UV": ""};
  let keys = new THREE.Mesh(g, m);
  keys.userData = {
    dataTex: createDataTexture(kGs.length),
    charMap: cm
  }
  return keys;
}

function createDataTexture(len){
  let data = new Uint8Array(len).fill(0);
  let texture = new THREE.DataTexture(data, len, 1);
  texture.format = THREE.RedFormat;
  texture.minFilter = THREE.LinearFilter;
  texture.magFilter = THREE.LinearFilter;
  texture.unpackAlignment = 1;
  texture.needsUpdate = true;
  return texture;
}

function makeLine(keysArray, startPos, stepPos, keysInLine){
  let startIdx = keysArray.length;
  for(let i = 0; i < keysInLine; i++){
    let keyG = makeKey({x: 0.4, y: 0.4}, startIdx + i);
    keyG.translate(
      startPos.x + stepPos.x * i, 
      startPos.y + stepPos.y * i, 
      startPos.z + stepPos.z * i
    );
    keysArray.push(keyG);
  }
}

function makeKey(halfSize, idx){
  const r = 0.1;
  const h = 0.05;
  const x = halfSize.x - r;
  const y = halfSize.y - r;
  let shape = new THREE.Shape()
    .absarc( x,  y, r, Math.PI * 0.5 * 0, Math.PI * 0.5 * 1)
    .absarc(-x,  y, r, Math.PI * 0.5 * 1, Math.PI * 0.5 * 2)
    .absarc(-x, -y, r, Math.PI * 0.5 * 2, Math.PI * 0.5 * 3)
    .absarc( x, -y, r, Math.PI * 0.5 * 3, Math.PI * 0.5 * 4)
  let g = new THREE.ExtrudeGeometry(shape, {
    depth: h,
    curveSegments: 3,
    bevelEnabled: true,
    bevelSize: 0.05,
    bevelThickness: 0.05,
    bevelSegments: 3
  });
  g.groups = null;
  let pos = g.attributes.position;
  let uvs = g.attributes.uv;
  let v3 = new THREE.Vector3();
  
  const count = 8.;
  const charStep = 1./ count;
  const blockY = Math.floor(idx / count);
  const blockX = idx % count;
  //console.log(blockX, blockY);
  
  let blockUVx = blockX * charStep;
  let blockUVy = (count - 1. - blockY) * charStep;
  //console.log(blockUVx, blockUVy);
  
  let blockUV = [];
  let blockIdx = [];
  //console.log(pos.count / 3);
  for(let i = 0; i < pos.count; i++){
    v3.fromBufferAttribute(pos, i);
    let charUVx = (v3.x - -halfSize.x) / (halfSize.x * 2);
    let charUVy = (v3.y - -halfSize.y) / (halfSize.y * 2);
    uvs.setXY(i, charUVx * charStep, charUVy * charStep);
    blockUV.push(blockUVx, blockUVy);
    blockIdx.push(idx);
  }
  g.setAttribute("blockUV", new THREE.Float32BufferAttribute(blockUV, 2));
  g.setAttribute("blockIdx", new THREE.Float32BufferAttribute(blockIdx, 1));
  return g;
}

function createCharMap(){
  //let c = document.getElementById("testChars");
  let c = document.createElement("canvas");
  const size = 1024;
  const segs = 8;
  c.width = c.height = size;
  let step = size / segs;
  let hStep = step * 0.5;
  let ctx = c.getContext("2d");
  ctx.clearRect(0, 0, c.width, c.height);
  ctx.textAlign = "center";
  ctx.textBaseline = "middle";
  ctx.font = "bold 96px Arial";
  ctx.fillStyle = "white";
  
  let str = "1234567890-=QWERTYUIOP[]ASDFGHJKL;'ZXCVBNM,./".split('');
  str.forEach( (char, idx) => {
    let y = Math.floor(idx / segs);
    let x = idx % segs;
    let posX = (x + 0.5) * step;
    let posY = (y + 0.5) * step;
    ctx.fillText(char, posX, posY);
  });
  
  let tex = new THREE.CanvasTexture(c);
  tex.userData = {
    str: str
  }
  tex.needsUpdate = true;
  return tex;
}
              
            
!
999px

Console