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              (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
'use strict';

var myVert = require('./../shader/sample.vert');
var myFrag = require('./../shader/sample.frag');

window.onload = function () {
  var windowWidth = window.innerWidth;
  var windowHeight = window.innerHeight;
  var mouse = new THREE.Vector2(0.0, 0.0);

  // rendererの作成
  var renderer = new THREE.WebGLRenderer();
  // canvasをbodyに追加

  // canvasをリサイズ(学習用なのでリサイズイベント登録は省略)
  renderer.setSize(windowWidth, windowHeight);

  // scene作成
  var scene = new THREE.Scene();
  // camera作成
  var camera = new THREE.PerspectiveCamera(75, windowWidth / windowHeight, 0.1, 1000);
  camera.position.z = 100;

  // Geometry作成
  var geometry = new THREE.PlaneBufferGeometry(100, 100);
  // Material作成
  var material = new THREE.ShaderMaterial({
    vertexShader: myVert,
    fragmentShader: myFrag,
    uniforms: {
      uColor: {
        type: "c",
        value: new THREE.Color(0xFF0000)
      uMouse: {
        type: "v2",
        value: mouse
  // Mesh作成
  var mesh = new THREE.Mesh(geometry, material);

  // Meshをシーンに追加

  renderer.domElement.addEventListener('mousemove', function (e) {
    mouse = new THREE.Vector2(e.clientX / windowWidth, e.clientY / windowHeight);
  }, false);

  // draw

  function render() {
    renderer.render(scene, camera);

    material.uniforms.uMouse.value = mouse;

    // animation

module.exports = "precision mediump float;\n\n uniform vec3 uColor;\n uniform vec2 uMouse;\n\nvoid main(){\n  // テクスチャ座標をカラーに出力\n  gl_FragColor =vec4(uMouse.x,uMouse.y,0.0, 1.0);\n}\n";

module.exports = "varying vec2 vUv;\n\nvoid main() {\n  //uv => テクスチャを貼るためのUV座標\n  vUv = uv;\n  //projectionMatrix => カメラの各種パラメータから3次元を2次元に射影し、クリップ座標系に変換する行列\n  //modelViewMatrix => modelMatrix(オブジェクト座標からワールド座標へ変換する行列)とviewMatrix(ワールド座標から視点座標へ変換する行列)の積算\n  //position => 頂点座標\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}\n";


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