cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

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

<script type="x-shader/x-fragment" id="shader-passthrough-fragment">
  uniform sampler2D tDiffuse;
  varying vec2 vUv;
  void main() {
    gl_FragColor = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );
  }
</script>

<script type="x-shader/x-fragment" id="shader-volumetric-light-fragment">
  varying vec2 vUv;
  uniform sampler2D tDiffuse;
  uniform vec2 lightPosition;
  uniform float exposure;
  uniform float decay;
  uniform float density;
  uniform float weight;
  uniform int samples;
  const int MAX_SAMPLES = 100;
  void main()
  {
    vec2 texCoord = vUv;
    vec2 deltaTextCoord = texCoord - lightPosition;
    deltaTextCoord *= 1.0 / float(samples) * density;
    vec4 color = texture2D(tDiffuse, texCoord);
    float illuminationDecay = 1.0;
    for(int i=0; i < MAX_SAMPLES; i++) {
      if(i == samples) {
        break;
      }
      texCoord -= deltaTextCoord;
      vec4 sample = texture2D(tDiffuse, texCoord);
      sample *= illuminationDecay * weight;
      color += sample;
      illuminationDecay *= decay;
    }
    gl_FragColor = color * exposure;
  }
</script>

<script type="x-shader/x-fragment" id="shader-additive-fragment">
  uniform sampler2D tDiffuse;
  uniform sampler2D tAdd;
  varying vec2 vUv;
  void main() {
    vec4 color = texture2D( tDiffuse, vUv );
    vec4 add = texture2D( tAdd, vUv );
    gl_FragColor = color + add;
  }
</script>


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/>

            
          
!
            
              body
  overflow: hidden
  //background-color: white
  background: radial-gradient(ellipse at center, #000000 0%, #100B0D 99%);
  
img
  display: none
            
          
!
            
              /*
  TODO:
    - Cleanup code
    - Generate different mazes for each face
    - Try different color schemes
    - Create UI Menus
    - Optimize for mobile
*/

/*
  Resources:
    - Volumetric Light Scattering in three.js
    https://medium.com/@andrew_b_berg/volumetric-light-scattering-in-three-js-6e1850680a41
    - Postprocessing Unreal Bloom
    https://threejs.org/examples/#webgl_postprocessing_unreal_bloom
    - THREE Mesh Line
    https://github.com/spite/THREE.MeshLine
    - Javascript 2D Perlin & Simplex noise functions
    https://github.com/josephg/noisejs
*/

const CUBE_SIZE = 10;
const MAP_WIDTH = 28;
const MAP_HEIGHT = 31;

// DIRECTIONS
const NONE = 0;
const UP = 1;
const RIGHT = 2;
const DOWN = 3;
const LEFT = 4;

// MAP ITEMS
const MAP_EMPTY = 1;
const MAP_WALL = 2;
const MAP_JUNCTION = 3;
const MAP_DIRECTION = 4;

const MAP_PARSE_COLORS = {
  '0,0,0': MAP_EMPTY,
  '255,0,0': MAP_WALL,
  '0,255,0': MAP_JUNCTION,
  '0,0,255': MAP_DIRECTION
};

const Utils = {
  AddDot(scene, position, size = 5) {
    const geo = new THREE.Geometry();
    geo.vertices.push(position.clone());
    const mat = new THREE.PointsMaterial( {
      size,
      sizeAttenuation: false,
      color: 0xffffff
    } );
    const dot = new THREE.Points(geo, mat);
    scene.add( dot );
  }
}

class BoardMap {
  constructor(mapId) {
    this.width = 0;
    this.height = 0;
    this.tiles = [];
    this.mapImageData = this.getImageData(mapId);
    this.parseMap();
  }
  
  getImageData(id) {
    const canvas = document.createElement('canvas');
    const ctx = canvas.getContext('2d');
    const img = document.querySelector(id);
    const { width: w, height: h } = img;
    canvas.width = w;
    canvas.height = h;
    ctx.drawImage(img, 0, 0);
    this.width = w;
    this.height = h;
    return ctx.getImageData(0, 0, w, h).data;
  }
  
  getMapPixelRGB(x, y) {
    const { mapImageData: data, width } = this;
    const idx = (x + width * y) * 4;
    return [ data[idx + 0], data[idx + 1], data[idx + 2]];
  }
  
  stepToDirection(x, y, direction) {
    let xTo = x;
    let yTo = y;
    switch(direction) {
      case UP:    yTo -= 1; break;
      case RIGHT: xTo += 1; break;
      case DOWN:  yTo += 1; break;
      case LEFT:  xTo -= 1; break;
    }
    return [xTo, yTo];
  }
  
  getTileAt(x, y, direction = NONE) {
    let [xTo, yTo] = this.stepToDirection(x, y, direction);
    if (x <= this.width && y <= this.height) {
      let idx = yTo * this.width + xTo;
      return this.tiles[idx];
    }
  }
  
  getNearestNeighborFrom(x, y, direction, type) {
    let next = this.getTileAt(x, y, direction);
    let [xTo, yTo] = this.stepToDirection(x, y, direction);
    if (next === type) {
      return [xTo, yTo];
    } else if (next) {
      return this.getNearestNeighborFrom(xTo, yTo, direction, type);
    }
  }
  
  getIndexFromCoords(x, y) {
    return y * this.width + x;
  }
  
  getCoordsFromIndex(idx) {
    const x = idx % this.width;
    const y = Math.floor( idx / this.width );
    return [x, y];
  }
  
  parseMap() {
    for( let y = 0; y < this.height; y++ ) {
      for( let x = 0; x < this.width; x++) {
        const [r, g, b] = this.getMapPixelRGB(x, y);
        this.tiles.push(MAP_PARSE_COLORS[`${r},${g},${b}`]);
      }
    }    
  }
}

class MapBoundariesMesh {
  constructor(boardMap) {
    this.boardMap = boardMap;
    this.geometry = new THREE.Geometry();
    this.generateGeometry();
  }
  
  generateGeometry() {
    for( let x = 0; x < MAP_WIDTH; x++ ) {
      for( let y = 0; y < MAP_HEIGHT; y++ ) {
        let idx = y * MAP_WIDTH + x;
        if (this.boardMap.tiles[idx] === MAP_WALL) {
          this.putBlock(x, y);
        }
      }
    }
  }
  
  putBlock(x, y) {
    const boxWidth = CUBE_SIZE / MAP_WIDTH;
    const boxHeight = CUBE_SIZE / MAP_HEIGHT;
    const halfSize = CUBE_SIZE / 2;
    const boxElevation = 0.25;
    const geo = new THREE.BoxGeometry(boxWidth, boxElevation, boxHeight);
    const tX = -halfSize + x * boxWidth + boxWidth / 2;
    const tY = -halfSize + y * boxHeight + boxHeight / 2;
    geo.translate(tX, boxElevation / 2, tY);
    const mesh = new THREE.Mesh(geo);
    this.geometry.merge(mesh.geometry, mesh.matrix);
  }
}

class Particles {
  constructor() {
    this.clusters = [];
    this.scales = [];
    this.initParticles();
  }
  
  initParticles() {
    this.texture = new THREE.TextureLoader().load('https://s3-us-west-2.amazonaws.com/s.cdpn.io/204379/particle.png'); 
    for( let i = 0; i < 5; i++ ) {
      const cluster = {
        scale: i + 2,
        speed: THREE.Math.randFloat(0.5, 1.8),
        points: this.getCluster(100),
      }
      this.clusters.push(cluster);
    }
  }
  
  getCluster(count) {
    const geo = new THREE.Geometry();
    const mat = new THREE.PointsMaterial({ 
      color: 0xffff00,
      size: THREE.Math.randFloat(0.1, 0.25),
      map: this.texture,
      sizeAttenuation: true,
      transparent: true,
      opacity: 0.9,
    });
    
    for( let i = 0; i < count; i++) {
      let p = new THREE.Vector3();
      p.x = THREE.Math.randFloatSpread( 2 );
      p.y = THREE.Math.randFloatSpread( 2 );
      p.z = THREE.Math.randFloatSpread( 2 );
      geo.vertices.push(p);
    }
    return new THREE.Points(geo, mat);
  }
  
  update(delta) {
    for( let i = 0; i < this.clusters.length; i++ ) {
      const cluster = this.clusters[i];
      
      if (cluster.scale > 12) {
        cluster.scale = 2;
        cluster.points.material.opacity = 1;
      }
      
      cluster.scale += 0.45 * delta * cluster.speed;
      cluster.points.scale.set(cluster.scale, cluster.scale, cluster.scale);
      //const color = this.startColor.lerp(this.endColor, cluster.scale / 12);
      
      
      if (cluster.scale > 8) {
        const opacity = THREE.Math.lerp(1, 0, 1 - ((12 - cluster.scale) / 4));
        cluster.points.material.opacity = opacity;
      }
      
      
    }
  }
}

class Trails {
  constructor(map) {
    this.group = new THREE.Object3D();
    this.position = new THREE.Vector3();
    this.map = map;
    this.maxPositions = 25;
    this.history = [];
    this.junctionTiles = [];
    this.init();
    this.spawn();
  }
  
  init() {
    this.geometry = new THREE.Geometry();
    const mat = new MeshLineMaterial({color: new THREE.Color(0xffffff), side: THREE.DoubleSide });
    this.line = new MeshLine();
    this.mesh = new THREE.Mesh(this.line.geometry, mat);
    this.group.add(this.mesh);
    for( let i = 0; i < this.maxPositions; i++) {
      this.geometry.vertices.push(new THREE.Vector3());
    }
    this.map.tiles.forEach( (t, idx) => {
      if (t === MAP_JUNCTION) {
        this.junctionTiles.push(idx);
      }
    });
    this.light = new THREE.PointLight(0x00ff00, 1, 5);
    this.group.add(this.light);
    //this.debug();
  }
  
  spawn() {
    const { position, line } = this;
    const { vertices } = this.geometry;
    const wayPoints = this.getWayPoints();
    vertices.forEach( v => v.copy(wayPoints[0]) );
    this.position.copy(wayPoints[0]);
    this.light.position.copy(wayPoints[0]);
    line.setGeometry(this.geometry, (p) => p * 0.5);
    this.startPath(wayPoints);
  }
  
  getTileDirections(x, y) {
    const { map } = this;
    return [ UP, RIGHT, DOWN, LEFT ].filter( d => {
      const tile = map.getTileAt(x, y, d);
      return tile !== undefined && tile === MAP_DIRECTION;
    } );
  }
  
  debug() {
    this.junctionTiles.forEach( t => {
      const [x, y] = this.map.getCoordsFromIndex(t);
      Utils.AddDot(this.group, this.scaleTilePosition(new THREE.Vector3(x, y, 0)))
    });
  }
  
  scaleTilePosition(position) {
    const { map } = this;
    const tileScaleX = CUBE_SIZE / (map.width);
    const tileScaleY = CUBE_SIZE / (map.height);
    position.set( 
      (position.x + tileScaleX * 1.5) * tileScaleX,
      (position.y + tileScaleX * 1.5) * tileScaleY, 0 )
    return position;
  }
  
  getWayPoints() {
    const { map, junctionTiles: jTiles } = this;
    const startTile = jTiles[ ~~(Math.random() * jTiles.length) ];
    let [xCurrent, yCurrent] = map.getCoordsFromIndex(startTile);
    const visitedTiles = [];
    let insert = true;
    while(insert) {
      visitedTiles.push(map.getIndexFromCoords(xCurrent, yCurrent));
      
      // find available directions from current coords
      const directions = this.getTileDirections(xCurrent, yCurrent);
      
      // get all neighbours for all posibile directions
      const neighbours = directions
        .map( d => map.getNearestNeighborFrom(xCurrent, yCurrent, d, MAP_JUNCTION) )
        
        // exclude already visited ones
        .filter( n => visitedTiles.indexOf( map.getIndexFromCoords(n[0], n[1]) ) === -1);
      
      // pick one from available neighbours
      const nPick = neighbours[~~(Math.random() * neighbours.length)];
      if (nPick) {
        [xCurrent, yCurrent] = nPick;
        insert = true;
      } else {
        insert = false;
      }
    }
    const tileScaleX = map.width / CUBE_SIZE * 0.1;
    const tileScaleY = map.height / CUBE_SIZE * 0.1;
    return visitedTiles.map( idx => {
      let [x, y] = map.getCoordsFromIndex(idx);
      return this.scaleTilePosition(new THREE.Vector3(x, y, 0));
    });
  }
  
  updatePosition() {
      const { position } = this;
      this.light.position.copy(position);
      this.line.advance(position);
  }
  
  startPath(waypoints) {
    const { position } = this;
    this.timeline = new TimelineMax({ onComplete: () => {
      TweenMax.to(this.position, 1, {
        onUpdate: this.updatePosition.bind(this),
        onComplete: () => {
          setTimeout(this.spawn.bind(this), Math.random() * 2500 + 500);
        }
      })
    }});
    waypoints.forEach( (pos, idx) => {
      this.timeline.to(this.position, 0.25, {
        x: pos.x,
        y: pos.y,
        onUpdate: this.updatePosition.bind(this),
        ease: Linear.easeNone
      });
      
      if (idx === 0) {
        this.timeline.to(this.light, 0.2, { power: 1.5 * 4 * Math.PI })
      }
      
      if (idx === waypoints.length - 1) {
          this.timeline.to(this.light, 0.4, { power: 0.1 * 4 * Math.PI }, '-=0.45')
      }
      
    });
  }
}

class App {
  
  constructor() {
    this.width = 0;
    this.height = 0;
    this.mouse = new THREE.Vector2(0, 0);
    this.init();
    this.initLights();
    this.initMazeMesh();
    this.initTrails();
    this.initParticles();
    this.initGodRays();
    this.setupComposer();
    this.setupProstprocessing();
    this.addRenderTargetImage();
    this.attachEvents();
    this.updateSize();
    this.onFrame(0);
    //this.initHelpers();
    //this.addGUI();
  }
  
  addGUI() {
    this.gui = new dat.GUI();
    const setCubeColor = (c) => { this.mazeMesh.material.color.setHex(c.replace('#', '0x')) };
    const setOutterLightColor = (c) => { this.outterLight.color.setHex(c.replace('#', '0x')) };
    const setLightSphereColor = (c) => { this.lightSphere.material.color.setHex(c.replace('#', '0x')) };
    this.cubeColor = "#4583dc";
    this.outterLightColor = "#c743ff";
    this.lightSphereColor = '#ffd242';
    this.gui.addColor(this, 'cubeColor').onChange(setCubeColor);
    this.gui.addColor(this, 'outterLightColor').onChange(setOutterLightColor);
    this.gui.addColor(this, 'lightSphereColor').onChange(setLightSphereColor);
  }
  
  init() {
    const { innerWidth: w, innerHeight: h } = window;
    const aspect = w / h;
    this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: false });
    this.renderer.setPixelRatio( window.devicePixelRatio );
    this.renderer.setSize(w, h);
    this.renderer.gammaInput = true;
    this.scene = new THREE.Scene();
    this.camera = new THREE.PerspectiveCamera( 45, w / h, 0.1, 1000 );
    this.camera.position.set(14, 14, 14);
    this.clock = new THREE.Clock();
    document.body.appendChild(this.renderer.domElement);
  }
  
  initTrails() {
    const { scene } = this;
    const map = new BoardMap('#map-test');
    
    const trails = [];
    
    const t1 = new Trails(map);
    t1.group.position.set(-CUBE_SIZE / 2, CUBE_SIZE / 2 + 0.2, -CUBE_SIZE / 2);
    t1.group.rotation.x = Math.PI / 2;
    scene.add(t1.group);
  
    const t2 = new Trails(map);
    t2.group.position.set(CUBE_SIZE / 2, -CUBE_SIZE / 2, -CUBE_SIZE / 2)
    t2.group.rotation.x = Math.PI / 2;
    t2.group.rotation.y = Math.PI / 2;
    scene.add(t2.group);
    
    const t3 = new Trails(map);
    t3.group.position.set(-CUBE_SIZE / 2, -CUBE_SIZE / 2 - 0.1, CUBE_SIZE / 2)
    scene.add(t3.group);
    
    this.trails = trails;
  }
  
  initParticles() {
    const { scene } = this;
    this.particles = new Particles();
    this.particles.clusters.forEach( ( cluster ) => {
      scene.add(cluster.points);
    });
  }
  
  initLights() {
    const { scene } = this;
    const ambientLight = new THREE.AmbientLight( 0xffffff, 0.15 );
    const innerLight = new THREE.PointLight(0xfffff);
    const outterLight = new THREE.PointLight(0xc743ff, 3 , 25);
    outterLight.position.set(14, 14, 14);
    this.outterLight = outterLight;
    //Utils.AddDot(scene, pointLight.position);
    scene.add( innerLight );
    scene.add( outterLight );
    scene.add( ambientLight );
  }
  
  setupProstprocessing() {
    const { composer } = this;
    const { innerWidth: w, innerHeight: h } = window;
    this.effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
		this.effectFXAA.uniforms[ 'resolution' ].value.set(1/w, 1/h);
    composer.addPass( this.effectFXAA );
    this.bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2(w, h), 1.5, 0.4, 0.85 );
    this.bloomPass.renderToScreen = true;
    composer.addPass( this.bloomPass);
  }
  
  initGodRays() {
    const { scene, mazeMesh } = this;
    const geoSphere = new THREE.BoxGeometry(CUBE_SIZE * 0.8, CUBE_SIZE * 0.8, CUBE_SIZE * 0.8);
    const matSphere = new THREE.MeshBasicMaterial({ color: 0xffa602, transparent: true });
    this.lightSphere = new THREE.Mesh(geoSphere, matSphere);
    this.lightSphere.layers.set(1);
    this.lightSphere.material.opacity = 1;
    scene.add(this.lightSphere);
    
    const matOcclusion = new THREE.MeshBasicMaterial({ color: 0x0 });
    this.occlusionMesh = new THREE.Mesh(mazeMesh.geometry, matOcclusion);
    this.occlusionMesh.position.z = 0;
    this.occlusionMesh.layers.set(1);
    scene.add(this.occlusionMesh);
  }
  
  getScriptContent(id) {
    return document.querySelector(id).textContent;
  }
  
  setupComposer() {
    const { renderer, camera, scene } = this;
    const { innerWidth: w, innerHeight: h } = window;
    const scale = 0.5;
    this.occlusionRenderTarget = new THREE.WebGLRenderTarget( w * scale, h * scale);
    this.occlusionComposer = new THREE.EffectComposer(renderer, this.occlusionRenderTarget);
    this.occlusionComposer.addPass( new THREE.RenderPass(scene, camera));
    let occPass = new THREE.ShaderPass({
      uniforms: {
        tDiffuse: { value:null },
        lightPosition: { value: new THREE.Vector2(0.5, 0.5) },
        exposure: { value: 0.21 },
        decay: { value: 0.95 },
        density: { value: 0.1 },
        weight: { value: 0.7 },
        samples: { value: 50 }
      },
      vertexShader: this.getScriptContent('#shader-passthrough-vertex'),
      fragmentShader: this.getScriptContent('#shader-volumetric-light-fragment')
    });
    occPass.needsSwap = false;
    this.occlusionPass = occPass;
    this.occlusionComposer.addPass(occPass);
    
    
    this.composer = new THREE.EffectComposer( renderer );
    this.composer.addPass( new THREE.RenderPass( scene, camera ));
    let addPass = new THREE.ShaderPass( {
      uniforms: {
        tDiffuse: { value:null },
        tAdd: { value: null }
      },
      vertexShader: this.getScriptContent('#shader-passthrough-vertex'),
      fragmentShader: this.getScriptContent('#shader-additive-fragment')
    } );
    
    addPass.uniforms.tAdd.value = this.occlusionRenderTarget.texture;
    
    this.composer.addPass(addPass);
    //addPass.renderToScreen = true;
  }
  
  addRenderTargetImage() {
    const mat = new THREE.ShaderMaterial( {
      uniforms: {
        tDiffuse: { value: null },
        vertexShader: this.getScriptContent('#shader-passthrough-vertex'),
        fragmentShader: this.getScriptContent('#shader-passthrough-fragment')
      },
    } );
    mat.uniforms.tDiffuse.value = this.occlusionRenderTarget.texture;
    const mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(2, 2), mat);
    mesh.visible = false;
    this.composer.passes[1].scene.add(mesh);
  }
  
  initMazeMesh() {
    const { scene } = this;
    const geo = new THREE.Geometry();
    
    const up = this.getGamePlaneGeometry('#map-test');
    up.position.y = CUBE_SIZE / 2;
    up.updateMatrix();
    geo.merge(up.geometry, up.matrix);
    
    const right = this.getGamePlaneGeometry('#map-test');
    right.position.x = CUBE_SIZE / 2;
    right.rotation.z = Math.PI / 2;
    right.updateMatrix();
    geo.merge(right.geometry, right.matrix);
    
    const front = this.getGamePlaneGeometry('#map-test');
    front.rotation.x = Math.PI / 2;
    front.position.z = CUBE_SIZE / 2 - 0.25;
    front.updateMatrix();
    geo.merge(front.geometry, front.matrix);
    
    const left = this.getGamePlaneGeometry('#map-test');
    left.rotation.z = Math.PI / 2;
    left.position.x = -CUBE_SIZE / 2 + 0.25;
    left.updateMatrix();
    geo.merge(left.geometry, left.matrix);
    
    const down = this.getGamePlaneGeometry('#map-test');
    down.position.y = -CUBE_SIZE / 2;
    down.updateMatrix();
    geo.merge(down.geometry, down.matrix);
    
    const back = this.getGamePlaneGeometry('#map-test');
    back.rotation.x = Math.PI / 2;
    back.position.z = -CUBE_SIZE / 2;
    back.updateMatrix();
    geo.merge(back.geometry, back.matrix);
    
    
    const mat = new THREE.MeshPhongMaterial( { 
      color: 0x4583dc,
    } );
    this.mazeMesh = new THREE.Mesh(geo, mat);
    this.mazeMesh.updateMatrix();
    scene.add(this.mazeMesh);
  }
  
  getGamePlaneGeometry(mapId) {
    const boardMap = new BoardMap(mapId);
    const mapBoundariesMesh = new MapBoundariesMesh(boardMap);
    return new THREE.Mesh(mapBoundariesMesh.geometry);
  }
  
  attachEvents() {
      window.addEventListener("resize", this.updateSize.bind(this));
      window.addEventListener("mousemove", this.onMouseMove.bind(this));
  }
  
  onMouseMove(event) {
    this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
    this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  }
  
  initHelpers() {
    const { scene, camera, renderer } = this;
    const c = new THREE.OrbitControls(camera, renderer.domElement);
    c.enableDamping = true;
    c.dampingFactor = 0.25;
    c.minDistance = 1;
    c.maxDistance = 100;
    this.orbitControls = c;
    this.axesHelper = new THREE.AxesHelper(500);
    //scene.add(this.axesHelper);
  }
  
  updateSize() {
    const { renderer, camera, composer, occlusionComposer } = this;
    const { innerWidth: w, innerHeight: h } = window;
    renderer.setSize(w, h);
    camera.aspect = w / h;
    camera.updateProjectionMatrix();
    composer.setSize(w, h);
    occlusionComposer.setSize(w, h);
    this.width = w;
    this.height = h;
  }
  
  updateOcclusionIntensity(time) {
    const { uniforms: u } = this.occlusionPass;
    const n0 = (noise.perlin2(time * 0.0005, 0) + 1) * 0.5;
    const n1 = (noise.perlin2(0, time * 0.0005) + 1) * 0.5;
    u.exposure.value = THREE.Math.lerp(0.05, 0.21, n0);
    u.decay.value = THREE.Math.lerp(0.95, 0.98, n1);
    u.density.value = THREE.Math.lerp(0.2, 0.4, n0);
    u.weight.value = THREE.Math.lerp(0.1, 0.7, n1);
  }
  
  updateLightPosition(time) {
    const { lightSphere } = this;
    const n0 = (noise.perlin2(time * 0.0005, 0) + 1) * 0.5;
    lightSphere.position.y = THREE.Math.lerp(-1, 1, n0);
  }
  
  updateCameraTilt() {
    const  { camera, mouse } = this;
    TweenMax.to(this.camera.position, 1.5, {
      x: 14 + mouse.x * 2.5,
      y: 14 + mouse.y * 2.5,
      z: 14 + mouse.x * mouse.y
    });
  }
  
  onFrame(time) {
    const { renderer, scene, camera, clock } = this;
    requestAnimationFrame(this.onFrame.bind(this));
    //this.orbitControls.update();
    camera.layers.set(1);
    this.updateCameraTilt();
    this.particles.update(clock.getDelta());
    this.updateOcclusionIntensity(time);
    this.updateLightPosition(time);
    renderer.setClearColor(0x0, 0);
    this.occlusionComposer.render();
    camera.layers.set(0);
    camera.lookAt( scene.position );
    this.composer.render();
    //renderer.render(scene, camera);
  }
  
}

window.app = new App();
            
          
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