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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<script id="vertexShaderParticle" type="x-shader/x-vertex">
    uniform vec2 u_resolution;
    uniform vec2 u_mouse;
    uniform float u_time;
    uniform sampler2D u_noise;
    attribute vec2 reference;
    uniform sampler2D texturePosition;
    uniform bool u_clicked;
    varying float v_op;
  
  
  float random(vec2 st) {
    return fract(sin(dot(st,
                         vec2(12.9898,78.233)))*
        43758.5453123);
  }
  
    void main() {
      vec3 position = texture2D(texturePosition, reference).xyz;
      position *= 3.;
      // position -= 10.;

      vec3 transformed = vec3( position );
      
      vec4 mvpos = modelViewMatrix * vec4( transformed, 1.0 );

      // gl_PointSize = 30.0 * (1.0 / (mvpos.z * mvpos.z));
      // gl_PointSize = 1.;
      // gl_PointSize = clamp(2. - length(transformed) * .01, 0., 2.);
      gl_PointSize = random(reference) * 50. * (1. / length(mvpos.xyz) * 5.51);
      v_op = 1. / length(position) * 8.;
      // gl_PointSize = 2.;
      gl_Position = projectionMatrix * mvpos;
    }
</script>
<script id="fragmentShaderParticle" type="x-shader/x-fragment">
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D u_noise;
  uniform bool u_clicked;
    varying float v_op;

  vec2 hash2(vec2 p)
  {
    vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy;
    return o;
  }

  void main() {
    // vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.x, u_resolution.y);
    vec2 uv = gl_PointCoord.xy - .5;
    
    vec3 particlecolour = vec3(.5, .53, .53) * 1.8;
    vec3 outercolour = vec3(1.);
    
    if(u_clicked) {
      particlecolour = vec3(.05, .15, .2) * .5;
      outercolour = vec3(0.);
    }
    
    float l = length(uv);
    vec3 colour = mix(outercolour, particlecolour, smoothstep(.5, -.1, l));
    colour = mix(vec3(2., 0.5, 0.), colour, smoothstep(3., 0.5, v_op));

    gl_FragColor = vec4(colour, 1. - l * 2.);
  }
</script>
<script id="fragmentShaderVelocity" type="x-shader/x-fragment">
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform float u_mousex;
    varying float v_op;
  
  // otaviogood's noise from https://www.shadertoy.com/view/ld2SzK
  const float nudge = 0.739513;	// size of perpendicular vector
  float normalizer = 1.0 / sqrt(1.0 + nudge*nudge);	// pythagorean theorem on that perpendicular to maintain scale
  float SpiralNoiseC(vec3 p)
  {
      float n = 0.0;	// noise amount
      float iter = 1.0;
      for (int i = 0; i < 8; i++)
      {
          // add sin and cos scaled inverse with the frequency
          n += -abs(sin(p.y*iter) + cos(p.x*iter)) / iter;	// abs for a ridged look
          // rotate by adding perpendicular and scaling down
          p.xy += vec2(p.y, -p.x) * nudge;
          p.xy *= normalizer;
          // rotate on other axis
          p.xz += vec2(p.z, -p.x) * nudge;
          p.xz *= normalizer;
          // increase the frequency
          iter *= 1.733733;
      }
      return n;
  }

  void main() {
    vec2 uv = gl_FragCoord.xy / resolution.xy;
    vec3 position = texture2D(v_samplerPosition, uv).xyz;
    vec3 velocity = texture2D(v_samplerVelocity, uv).xyz;
    vec3 acceleration = vec3(0.);
    
    float l = length(position);
    vec3 spherical = vec3(1./l, atan(position.y, position.x), acos(position.z / l));
    float n = SpiralNoiseC(spherical * 6. + u_time);
    n = SpiralNoiseC(vec3(l, spherical.y * 6. + u_time * 5., spherical.z));
    // n = fract(n) * 3.;
    
    // spherical *= 1. + n;
    spherical.z += (1. / n-.5)*length(velocity);
    spherical.y += n;
    
    float a =  n * .1 + smoothstep(5., 40., l) * 20.;
    a += smoothstep(20., 0., l) * .3;
    a -= smoothstep(30., 41., l) * 21.;
    
    // spherical.x +=;
    // spherical.x += smoothstep(20., 0., l) * .3;
    // spherical.x -= smoothstep(30., 41., l) * 21.;
    
    // spherical.xy += n;
    // spherical.z *= 1.5;
    // spherical.z += 1.;
    // spherical.x -= smoothstep(5., 1., l) * 1.;
    // spherical.yz += n*.5;
    
    acceleration.x = spherical.x * sin(spherical.z) * cos(spherical.y) * a;
    acceleration.y = spherical.x * sin(spherical.z) * sin(spherical.y) * a;
    acceleration.z = spherical.x * cos(spherical.z) * a;
    // if(acceleration.x == 0) { acceleration.x = .01 };
    
    // acceleration *= acceleration * acceleration * 200.;
    // acceleration = sin(acceleration) * .5 + .5;
    // acceleration *= 100.;
    
    vec3 vel = velocity * .98 + acceleration * .3;
    if(length(vel) > 5.) {
      vel = normalize(vel) * 5.;
    }
    
    gl_FragColor = vec4(vel, 1.0);
    // gl_FragColor = vec4(-.1);
  }
</script>
<script id="fragmentShaderPosition" type="x-shader/x-fragment">
  uniform float delta;
  uniform float u_time;
  uniform sampler2D v_samplerPosition_orig;
  uniform sampler2D u_noise;

  vec3 hash3(vec2 p)
  {
    vec3 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xyz;
    return o;
  }

  void main() {
    vec2 uv = gl_FragCoord.xy / resolution.xy;
    vec3 position_original = texture2D(v_samplerPosition_orig, uv).xyz;
    vec3 position = texture2D(v_samplerPosition, uv).xyz;
    vec3 velocity = texture2D(v_samplerVelocity, uv).xyz;
    // velocity -= .5;
    // velocity *= 3.;
    // velocity = velocity * 2. - 1.;
    
    vec3 pos = position + velocity * delta;
    
    // This just adds a little touch more randomness to the motion.
    // This is incredibly subtle but has the effect of making the particles
    // look more "separate" in motion
    vec3 hash = hash3(position_original.xy * position_original.zx * 20.);
    // pos *= 1. + (hash - .5) * .0005;
    // pos += (hash - .5) * .001;
    
    
//     vec2 p = vec2(atan(pos.y, pos.x), length(pos.xy));
//     p.x -= velocity.x * .001 + .0001;
    
//     pos.x = cos(p.x) * p.y;
//     pos.y = sin(p.x) * p.y;
    
//     pos.z += .005;
    
    if(length(pos) > 40.) {
      pos = position_original;
    }

    gl_FragColor = vec4(pos, 1.0);
  }
</script>


<div id="container" touch-action="none"></div>
            
          
!
            
              body {
  margin: 0;
  padding: 0;
}

#container {
  position: fixed;
  touch-action: none;
}
            
          
!
            
              const texturesize = 1024;
const particles = texturesize * texturesize;

let container;
let camera, scene, renderer, controls;
let cloud_obj;
let uniforms;
let gpuComputationRenderer, dataPos, dataVel, textureArraySize = texturesize*texturesize*4.;

let textureVelocity, texturePosition;

const particleVert = document.getElementById( 'vertexShaderParticle' ).textContent;
const particleFrag = document.getElementById( 'fragmentShaderParticle' ).textContent;
const velocityFrag = document.getElementById( 'fragmentShaderVelocity' ).textContent;
const positionFrag = document.getElementById( 'fragmentShaderPosition' ).textContent;

let loader=new THREE.TextureLoader();
let texture;
loader.setCrossOrigin("anonymous");
loader.load(
  'https://s3-us-west-2.amazonaws.com/s.cdpn.io/982762/noise.png',
  function do_something_with_texture(tex) {
    texture = tex;
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.minFilter = THREE.LinearFilter;
    init();
    animate();
  }
);

function init() {
  container = document.getElementById( 'container' );

  camera = new THREE.PerspectiveCamera(65, 1, 0.001, Math.pow(2, 16));
  camera.position.x = 0;
  camera.position.y = 0;
  camera.position.z = 50.;

  scene = new THREE.Scene();
  scene.background = new THREE.Color( 0xffffff );

  // create out particles
  // ----------------------------
	let vertices = new Float32Array(particles * 3).fill(0);
	let references = new Float32Array(particles * 2);
	
	for (let i = 0; i < references.length; i += 2) {
		let index = i / 2;
		
		references[i] = (index % texturesize) / texturesize;
		references[i + 1] = Math.floor(index / texturesize) / texturesize;
	}
	
	let geometry = new THREE.BufferGeometry();
	geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
	geometry.addAttribute('reference', new THREE.BufferAttribute(references, 2));
	
  // Create our particle material
  // ----------------------------
  uniforms = {
    u_time: { type: "f", value: 1.0 },
    u_resolution: { type: "v2", value: new THREE.Vector2() },
    u_noise: { type: "t", value: texture },
    u_mouse: { type: "v2", value: new THREE.Vector2() },
		u_texturePosition: { value: null },
    u_clicked: { type: 'b', value: true }
  };
  let particleMaterial = new THREE.ShaderMaterial( {
    uniforms: uniforms,
    vertexShader: particleVert,
    fragmentShader: particleFrag,
		side: THREE.DoubleSide,
		transparent: true
  } );
  particleMaterial.transparent = true;
  particleMaterial.blending = THREE.MultiplyBlending;
  particleMaterial.depthTest = false;
  particleMaterial.extensions.derivatives = true;
	
  // Create the particle cloud object
  // ----------------------------
	cloud_obj = new THREE.Points(geometry, particleMaterial);
    scene.background = new THREE.Color( 0x111111 );
  cloud_obj.material.blending = THREE.AdditiveBlending;
  //   scene.background = new THREE.Color( 0xFFFFFF );
  // cloud_obj.material.blending = THREE.SubtractiveBlending;

  // Create the renderer and controls and add them to the scene
  // ----------------------------
  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio( 1 );
  
  controls = new THREE.OrbitControls(camera, renderer.domElement);
  window.controls = controls;

  container.appendChild( renderer.domElement );
  
  // Finally, add everything to stage
  // ----------------------------
  scene.add( cloud_obj );
  
  // Add the computational renderer and populate it with data
  // ----------------------------
  gpuComputationRenderer = new GPUComputationRenderer(texturesize, texturesize, renderer);
  dataPos_orig = gpuComputationRenderer.createTexture();
  dataPos = gpuComputationRenderer.createTexture();
  dataVel = gpuComputationRenderer.createTexture();

  for (let i = 0; i < textureArraySize; i += 4) {
    let radius = 2.;
    let phi = Math.random() * Math.PI * 2.;
    let costheta = Math.random() * 2. - 1.;
    let u = Math.random();

    let theta = Math.acos( costheta );
    let r = radius * Math.cbrt( u );
    
    let x = r * Math.sin( theta) * Math.cos( phi );
    let y = r * Math.sin( theta) * Math.sin( phi );
    let z = r * Math.cos( theta );

    dataPos.image.data[i] = x;
    dataPos.image.data[i + 1] = y;
    dataPos.image.data[i + 2] = z;
    dataPos.image.data[i + 3] = 1;
    
    dataPos_orig.image.data[i] = x;
    dataPos_orig.image.data[i + 1] = y;
    dataPos_orig.image.data[i + 2] = z;
    dataPos_orig.image.data[i + 3] = 1;

    dataVel.image.data[i] = x * 3.;
    dataVel.image.data[i + 1] = y * 3.;
    dataVel.image.data[i + 2] = z * 3.;
    dataVel.image.data[i + 3] = 1;
  }
  
  textureVelocity = gpuComputationRenderer.addVariable('v_samplerVelocity', velocityFrag, dataVel);
  texturePosition = gpuComputationRenderer.addVariable('v_samplerPosition', positionFrag, dataPos);

  texturePosition.material.uniforms.delta = { value: 0 };
  texturePosition.material.uniforms.v_samplerPosition_orig = { type: "t", value: dataPos_orig };
  textureVelocity.material.uniforms.u_time = { value: -1000 };
  textureVelocity.material.uniforms.u_mousex = { value: 0 };
  texturePosition.material.uniforms.u_time = { value: 0 };

  gpuComputationRenderer
    .setVariableDependencies(textureVelocity, [ textureVelocity, texturePosition ]);
  gpuComputationRenderer
	.setVariableDependencies(texturePosition, [ textureVelocity, texturePosition ]);

  texturePosition.wrapS = THREE.RepeatWrapping;
  texturePosition.wrapT = THREE.RepeatWrapping;
  textureVelocity.wrapS = THREE.RepeatWrapping;
  textureVelocity.wrapT = THREE.RepeatWrapping;

  const gpuComputationRendererError = gpuComputationRenderer.init();
  if (gpuComputationRendererError) {
    console.error('ERROR', gpuComputationRendererError);
  }

  // Add event listeners for resize and mouse move
  // ----------------------------
  onWindowResize();
  window.addEventListener( 'resize', onWindowResize, false );
  document.addEventListener('pointermove', pointerMove);
  // document.addEventListener('click', onClick);
  
  // initialise the video renderer
}

function onWindowResize( event ) {
  let w = window.innerWidth;
  let h = window.innerHeight;
	camera.aspect = w / h;
	camera.updateProjectionMatrix();
  renderer.setSize( w, h );
  uniforms.u_resolution.value.x = renderer.domElement.width;
  uniforms.u_resolution.value.y = renderer.domElement.height;
}

function pointerMove( event ) {
  let ratio = window.innerHeight / window.innerWidth;
  textureVelocity.material.uniforms.u_mousex.value = event.pageX;
  uniforms.u_mouse.value.x = (event.pageX - window.innerWidth / 2) / window.innerWidth / ratio;
  uniforms.u_mouse.value.y = (event.pageY - window.innerHeight / 2) / window.innerHeight * -1;

  event.preventDefault();
}

function onClick() {
  // return;
  let newval = !uniforms.u_clicked.value;
  uniforms.u_clicked.value = newval;
  console.log(cloud_obj.material.blending);
  if(newval === false) {
    scene.background = new THREE.Color( 0xffffff );
    cloud_obj.material.blending = THREE.MultiplyBlending;
  } else {
    scene.background = new THREE.Color( 0x000000 );
    cloud_obj.material.blending = THREE.AdditiveBlending;
  }
}

function animate(delta) {
  requestAnimationFrame( animate );
  render(delta);
}



let capturer = new CCapture( { 
  verbose: true, 
  framerate: 60,
  // motionBlurFrames: 4,
  quality: 90,
  format: 'webm',
  workersPath: 'js/'
 } );
let capturing = false;

isCapturing = function(val) {
  if(val === false && window.capturing === true) {
    capturer.stop();
    capturer.save();
    renderer.setPixelRatio( window.devicePixelRatio );
  } else if(val === true && window.capturing === false) {
    capturer.start();
    controls.enabled = false;
    renderer.setPixelRatio( 1 );
  }
  capturing = val;
}
toggleCapture = function() {
  isCapturing(!capturing);
}

window.addEventListener('keyup', function(e) { if(e.keyCode == 68) toggleCapture(); });

let then = 0;
function render(delta) {
  
	let now = Date.now() / 1000;
	let _delta = now - then;
	then = now;
  
	gpuComputationRenderer.compute();
  
	texturePosition.material.uniforms.delta.value = Math.min(_delta, 0.5);
  textureVelocity.material.uniforms.u_time.value += .0005;
  texturePosition.material.uniforms.u_time.value += _delta;
  
  uniforms.u_time.value += _delta;
  uniforms.u_texturePosition.value = gpuComputationRenderer.getCurrentRenderTarget(texturePosition).texture;
  
  window.pos = gpuComputationRenderer.getCurrentRenderTarget(texturePosition);
  
  renderer.render( scene, camera );

  if(capturing) {
    capturer.capture( renderer.domElement );
  }
}
            
          
!
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