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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.

            
              <div id="wrapper"></div>

<div id="log">
  <p>[memory]</p>
  <p id="log-geometries"></p>
  <p id="log-textures"></p>
  <p>[render]</p>
  <p id="log-draw-calls"></p>
  <p id="log-triangles"></p>
  <p id="log-points"></p>
  <p id="log-lines"></p>
</div>

<script id="vertexShader" type="v-shader">
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;

attribute vec3 position;
attribute vec2 uv;

varying vec2 vUv;

void main(void) {
  vUv = uv;
  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>

<script id="fragmentShader" type="f-shader">
precision mediump float;
  
#define PI 3.141592653589793

uniform float uTime;
uniform sampler2D uTexture;
uniform vec2 uOffsetAmp;
uniform vec3 uOffsetRate;
uniform vec3 uWaveRate;
uniform vec3 uWaveAmp;
uniform vec2 uScale;
uniform float uTimeRate;
uniform float uDeg;
  
varying vec2 vUv;
  
float circle(vec2 p) {
  return length(p);
}  
  
mat2 scaleMatrix(vec2 s) {
  return mat2(
    s.x, 0.,
    0., s.y
  );
}  

mat2 rotationMatrix(float deg) {
  return mat2(
    -cos(deg * PI / 180.), sin(deg * PI / 180.),
    sin(deg * PI / 180.), cos(deg * PI / 180.)
  );  
}
  
vec2 warp(vec2 p, vec2 uv, vec2 offsetAmp) {
  return vec2(
    uv.x + (abs(p.x) * offsetAmp.x * sign(p.x)),
    uv.y - (abs(p.y) * offsetAmp.y * sign(p.y))
  );
}
  
void main() {
  vec4 color = vec4(0.0);
  float time = uTime / 1000.0;
  vec2 p = vUv;

  vec2 offset = uOffsetAmp * uTimeRate;
  
  // vec2 redOffset = offset * uRedOffset;
  // vec2 greenOffset = offset * uGreenOffset;
  // vec2 blueOffset = offset * uBlueOffset;
  
  vec2 redOffset = offset * uOffsetRate.r + vec2(sin(p.y * uWaveRate.r) * uWaveAmp.r, 0.) * uTimeRate;
  vec2 greenOffset = offset * uOffsetRate.g + vec2(sin(p.y * uWaveRate.g) * uWaveAmp.g, 0.) * uTimeRate;
  vec2 blueOffset = offset * uOffsetRate.b + vec2(sin(p.y * uWaveRate.b) * uWaveAmp.z, 0.) * uTimeRate;
  
  p = p * 2.0 - 1.0;

  // p *= scaleMatrix(uScale); 
  // p *= rotationMatrix(uDeg);
  
  vec2 redUV = vUv - redOffset;
  vec2 greenUV = vUv - greenOffset;
  vec2 blueUV = vUv - blueOffset;
  
  vec4 redTextureColor = texture2D(uTexture, redUV);
  vec4 greenTextureColor = texture2D(uTexture, greenUV);
  vec4 blueTextureColor = texture2D(uTexture, blueUV);
  
  // color.r = 1. - redTextureColor.r;
  // color.g = 1. - greenTextureColor.g;
  // color.b = 1. - blueTextureColor.b;

  vec4 r = vec4(vec3(1. - redTextureColor.rgb), redTextureColor.a);
  vec4 g = vec4(vec3(1. - greenTextureColor.rgb), greenTextureColor.a);
  vec4 b = vec4(vec3(1. - blueTextureColor.rgb), blueTextureColor.a);
  
  color.a = 1.;

  color.r += mix(color.r, r.r, r.a);
  color.g += mix(color.g, g.g, g.a);
  color.b += mix(color.b, b.b, b.a);
 
  // color.a *= r.a + g.a + b.a;

  gl_FragColor = color;
  
  if(gl_FragColor.a < .05) {
    discard;
  }
}
</script>
            
          
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              #wrapper {
  canvas {
    position: fixed;
    top: 0;
    left: 0;
  }
}

#log {
  position: fixed;
  left: 0;
  bottom: 0;
  background-color: rgba(0, 0, 0, 0.7);
  font-weight: bold;
  color: red;
  font-size: 10px;
}
            
          
!
            
              
const createTexture = (str, fontSize, textureSize) => {
  const canvas = document.createElement('canvas');
  const ctx = canvas.getContext('2d');
  canvas.width = textureSize;
  canvas.height = textureSize;
  ctx.font = `bold ${fontSize}px Arial sans-serif`;
  ctx.textAlign = 'center';
  ctx.textBaseline = 'middle';
  ctx.fillStyle = '#fff';
  ctx.fillRect(0, 0, textureSize, textureSize);
  ctx.fillStyle = '#000';
  ctx.fillText(str, textureSize / 2, textureSize / 2);
  const texture = new THREE.CanvasTexture(canvas);
  return texture;
}

let textTexture = createTexture("B", 500, 512);

const renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xa7bfe8);

const wrapperElem = document.querySelector('#wrapper');
wrapperElem.appendChild(renderer.domElement);

const scene = new THREE.Scene();

const camera = new THREE.PerspectiveCamera(
  45, // fov: field of view (画角のこと)
  1, // aspect
  0.1, // min distance
  10000, // max distance
);

const controls = new THREE.OrbitControls(camera, renderer.domElement);

const vertexShader = document.querySelector("#vertexShader").textContent;

const fragmentShader = document.querySelector("#fragmentShader").textContent;

const uniforms = {
  uTime: {
    value: 0,
  },
  uTexture: {
    // value: textTexture,
    value: new THREE.TextureLoader().load('https://dl.dropbox.com/s/dt4l2ynuymf4osv/choju48_0035.png?dl=0'),
  },
  uOffsetAmp: {
    value: new THREE.Vector2(0.3, 0),
  },
  uOffsetRate: {
    value: new THREE.Vector3(1, 0.7, 0.3),
  },
  uWaveRate: {
    value: new THREE.Vector3(80, 50, 30),
  },
  uWaveAmp: {
    value: new THREE.Vector3(0.05, 0.05, 0.05),
  },
  uDeg: {
    value: 0,
  },
  uScale: {
    value: new THREE.Vector2(1, 1),
  },
  uTimeRate: {
    value: 1,
  },
};
textTexture.needsUpdate = true;

(() => {
  const gui = new dat.GUI();
  let f = null;
  f = gui.addFolder('uOffsetAmp');
  f.add(uniforms.uOffsetAmp.value, 'x', 0, 2, 0.01);
  f.add(uniforms.uOffsetAmp.value, 'y', 0, 2, 0.01);
  f = gui.addFolder('uOffsetRate');
  f.add(uniforms.uOffsetRate.value, 'x', 0, 1, 0.01);
  f.add(uniforms.uOffsetRate.value, 'y', 0, 1, 0.01);
  f.add(uniforms.uOffsetRate.value, 'z', 0, 1, 0.01);
  f = gui.addFolder('uWaveRate');
  f.add(uniforms.uWaveRate.value, 'x', 0, 200, 0.01);
  f.add(uniforms.uWaveRate.value, 'y', 0, 200, 0.01);
  f.add(uniforms.uWaveRate.value, 'z', 0, 200, 0.01);
  f = gui.addFolder('uWaveAmp');
  f.add(uniforms.uWaveAmp.value, 'x', 0, 1, 0.001);
  f.add(uniforms.uWaveAmp.value, 'y', 0, 1, 0.001);
  f.add(uniforms.uWaveAmp.value, 'z', 0, 1, 0.001);
  f = gui.addFolder('uScale');
  f.add(uniforms.uScale.value, 'x', 0.01, 5, 0.01);
  f.add(uniforms.uScale.value, 'y', 0.01, 5, 0.01);
  gui.addFolder('uDeg').add(uniforms.uDeg, 'value', -180, 180, 0.01);
  gui.addFolder('uTimeRate').add(uniforms.uTimeRate, 'value', 0, 1, 0.01);
})();

const mesh = new THREE.Mesh(
  new THREE.PlaneGeometry(3, 3),
  new THREE.RawShaderMaterial({
    fragmentShader,
    vertexShader,
    uniforms,
  }),
);
scene.add(mesh);

const stats = new Stats();
document.body.appendChild(stats.domElement);

const onWindowResize = () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize);
onWindowResize();

camera.position.set(0, 0, 8);
camera.lookAt(new THREE.Vector3());

const logElems = {
  geometries: document.querySelector('#log-geometries'),
  textures: document.querySelector('#log-textures'),
  drawCalls: document.querySelector('#log-draw-calls'),
  triangles: document.querySelector('#log-triangles'),
  points: document.querySelector('#log-points'),
  lines: document.querySelector('#log-lines'),
  program: document.querySelector('#log-program'),
};

const tick = (time) => {
  stats.begin();
    
  mesh.material.uniforms.uTime.value = time;
  controls.update();
  renderer.render(scene, camera);

  // 一旦わかりやすく手続き的に
  logElems.geometries.textContent = `geometries: ${renderer.info.memory.geometries}`;
  logElems.textures.textContent = `textures: ${renderer.info.memory.textures}`;
  logElems.drawCalls.textContent = `drawCalls: ${renderer.info.render.calls}`;
  logElems.triangles.textContent = `triangles: ${renderer.info.render.triangles}`;
  logElems.points.textContent = `points: ${renderer.info.render.points}`;
  logElems.lines.textContent = `lines: ${renderer.info.render.lines}`;
  
  stats.end();
  requestAnimationFrame(tick);
}
requestAnimationFrame(tick);




            
          
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