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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 baseVert = require('./../shader/base.vert');
var baseFrag = require('./../shader/base.frag');
var postVert = require('./../shader/post.vert');
var postFrag = require('./../shader/post.frag');

window.onload = function () {

    var renderer;
    var postCamera, postScene;
    var baseCamera, baseScene;
    var renderTarget;
    var theta = 0;
    var clock = new THREE.Clock();
    var time = 0.0;

    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;

    var aspect = windowWidth / windowHeight;

    // rendererの作成
    var renderer = new THREE.WebGLRenderer();

    // canvasをbodyに追加

    // canvasをリサイズ
    renderer.setSize(windowWidth, windowHeight);

    // ベースの描画処理(renderTarget への描画用)
    baseScene = new THREE.Scene();

    baseCamera = new THREE.PerspectiveCamera(50, windowWidth / windowHeight, 0.1, 1000);
    baseCamera.position.z = 20;

    var baseUniforms = {

        'uResolution': {
            type: 'v2',
            value: new THREE.Vector2(windowWidth, windowHeight)

    var baseGeometry = new THREE.BoxGeometry(5, 5, 5);
    var baseMaterial = new THREE.ShaderMaterial({
        uniforms: baseUniforms,
        vertexShader: baseVert,
        fragmentShader: baseFrag
    var baseMesh = new THREE.Mesh(baseGeometry, baseMaterial);

    renderTarget = new THREE.WebGLRenderTarget(windowWidth, windowHeight, {
        magFilter: THREE.NearestFilter,
        minFilter: THREE.NearestFilter,
        wrapS: THREE.ClampToEdgeWrapping,
        wrapT: THREE.ClampToEdgeWrapping

    postScene = new THREE.Scene();
    postCamera = new THREE.PerspectiveCamera(60, windowWidth / windowHeight, 0.1, 1000);
    postCamera.position.z = 20;

    var postGeometry = new THREE.Geometry();

    postGeometry.vertices = [new THREE.Vector3(-1.0 * aspect, 1.0, 0.0), new THREE.Vector3(1.0 * aspect, 1.0, 0.0), new THREE.Vector3(-1.0 * aspect, -1.0, 0.0), new THREE.Vector3(1.0 * aspect, -1.0, 0.0)];

    postGeometry.faces = [new THREE.Face3(0, 2, 1), new THREE.Face3(1, 2, 3)];

    var postUniforms = {
        'uTex': {
            type: 't',
            value: renderTarget
        'uTime': {
            type: 'f',
            value: time

    var postMaterial = new THREE.ShaderMaterial({
        uniforms: postUniforms,
        vertexShader: postVert,
        fragmentShader: postFrag

    var postMesh = new THREE.Mesh(postGeometry, postMaterial);


    function render() {

        theta += 0.01;

        baseMesh.rotation.set(theta, theta, 0);

        time = clock.getElapsedTime();
        postMaterial.uniforms.uTime.value = time;

        renderer.setClearColor(new THREE.Color(0xffffff), 1.0);
        renderer.render(baseScene, baseCamera, renderTarget);

        renderer.setClearColor(new THREE.Color(0x000000), 1.0);
        renderer.render(postScene, postCamera);


module.exports = "precision mediump float;\n\nvarying vec3 vNormal;\n\nvoid main(){\n    gl_FragColor = vec4(vec3(vNormal),1.0) ; \n}";

module.exports = "\n\nvarying vec3 vNormal;\n\nvoid main() {\n  vNormal = normalMatrix * normal;\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

module.exports = "precision mediump float;\nvarying vec2 vUv;\nuniform sampler2D uTex;\nuniform float uTime;\n\nfloat rnd(vec2 n){\n    return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nvoid main(){\n\n    float n = rnd( + mod(uTime, 10.0)) * 0.5 + 0.7;\n\n    gl_FragColor = texture2D(uTex, vUv) * vec4(vec3(n),1.0); \n}";

module.exports = "\nvarying vec2 vUv;\n\nvoid main() {\n  gl_Position = vec4( position, 1.0 );\n  //uv座標はpositionをそのまま使う。中央の座標の(0.0,0.0)にする為 +1.0) * 0.5する \n   vUv = (position.xy + 1.0) * 0.5;\n}";