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HTML

              
                <main id="container"></main>
              
            
!

CSS

              
                body, html{
	margin: 0;
	padding: 0;
}
              
            
!

JS

              
                const PI2 = Math.PI * 2.0;
function symmetryRandom() {
	return Math.random() * 2.0 - 1.0;
}
const vertexShader = `
attribute vec3 aEuler;
attribute float aSize;

varying float pAlpha;

varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;

void main() {
	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
	gl_Position = projectionMatrix * mvPosition;
	gl_PointSize = aSize * (300.0 / -mvPosition.z);

	float pdist = length(mvPosition.xyz);
    pAlpha = smoothstep(0.0, 1.0, (pdist - 0.1) / 400.);

	// Caculate Normal
	vec3 elrsn = sin(aEuler);
 	vec3 elrcs = cos(aEuler);
 	mat3 rotx = mat3(
		1.0, 0.0, 0.0,
      0.0, elrcs.x, elrsn.x,
      0.0, -elrsn.x, elrcs.x
 	);
	mat3 roty = mat3(
      elrcs.y, 0.0, -elrsn.y,
      0.0, 1.0, 0.0,
      elrsn.y, 0.0, elrcs.y
	);
	mat3 rotz = mat3(
      elrcs.z, elrsn.z, 0.0, 
      -elrsn.z, elrcs.z, 0.0,
      0.0, 0.0, 1.0
	);
	mat3 rotmat = rotx * roty * rotz;

	mat3 trrotm = mat3(
      rotmat[0][0], rotmat[1][0], rotmat[2][0],
      rotmat[0][1], rotmat[1][1], rotmat[2][1],
      rotmat[0][2], rotmat[1][2], rotmat[2][2]
 	);
 	normX = trrotm[0];
 	normY = trrotm[1];
 	normZ = trrotm[2];
}
`;
const fragmentShader = `
precision highp float;

varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying float pAlpha;

float diffuse = 0.9;
float specular = 0.8;
float rstop = 0.1;

// pos orign r.ab
float ellipse(vec2 p, vec2 o, vec2 r) { 
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}

void main() {
	vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
	vec3 d = vec3(0.0, 0.0, -1.0);
	float nd = normZ.z; //dot(-normZ, d);
	if(abs(nd) < 0.0001) discard;

	float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;//dot(-normZ, d) / dot(-normZ, p);
	// Back 2D 
 	vec2 coord = vec2(dot(normX, tp), dot(normY, tp));

	// angle = 15 degree
	const float flwrsn = 0.258819045102521;
	const float flwrcs = 0.965925826289068;
	mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
	// abs => double [0,1]
	vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
	float r;
	if(flwrp.x < 0.0) {
	// middle part(double)
		r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
	} else {
		// out part(double)
		r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
	}
	if(r > rstop) discard;
    // r = ellipse(flwrp, vec2(0.250,0.440), vec2(0.140,0.190));
    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
    
	float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
  	col *= vec3(1.0, grady, grady);
	col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
  	col = col * diffuse + specular;
    
	float alpha = (0.5 - r / (rstop * 1.0));
	alpha = smoothstep(0.0, 1.0, alpha) * pAlpha;
    
	//gl_FragColor = vec4(vec3(alpha), 1.);
	gl_FragColor = vec4(col*0.5, alpha);
}
`;
class Particle {
    constructor(){
        this.velocity = new Array(3);
        this.rotation = new Array(3);
        this.position = new Array(3);
        this.euler = new Array(3);
        this.size = 1.0;
        this.alpha = 1.0;
        this.zkey = 0.0;
    }
    setVelocity(vx, vy, vz){
        this.velocity[0] = vx;
        this.velocity[1] = vy;
        this.velocity[2] = vz;
    }
    setRotation(rx, ry, rz) {
        this.rotation[0] = rx;
        this.rotation[1] = ry;
        this.rotation[2] = rz;
    }
    setPosition(nx, ny, nz) {
        this.position[0] = nx;
        this.position[1] = ny;
        this.position[2] = nz;
    }
    setEulerAngles(rx, ry, rz) {
        this.euler[0] = rx;
        this.euler[1] = ry;
        this.euler[2] = rz;
    }
    setSize(s) {
        this.size = s;
    }
    update(dt) {
        this.position[0] += this.velocity[0] * dt;
        this.position[1] += this.velocity[1] * dt;
        this.position[2] += this.velocity[2] * dt;
        
        this.euler[0] += this.rotation[0] * dt;
        this.euler[1] += this.rotation[1] * dt;
        this.euler[2] += this.rotation[2] * dt;
    }
}

class Sakura {
	constructor(scene) {
		this.scene = scene;
		this.deltaTime = 0;
		this.particleControl = {
			particleNum: 1000,
			area: [50.0, 50.0, 50.0]
		};
		// Data
		this.geometry = new THREE.BufferGeometry();
		this.positions = new Float32Array(this.particleControl.particleNum * 3);
		this.eulers = new Float32Array(this.particleControl.particleNum * 3);
		this.sizes = new Float32Array(this.particleControl.particleNum);
		this.initParticle();
	}

	initParticle() {
		let { particleControl } = this;
		let { particleNum, area } = particleControl;
		particleControl.particles = new Array(particleNum);
		let tempVec3 = new THREE.Vector3();
		let tempVelocity = 0;
		for (let i = 0; i < particleNum; i++) {
			particleControl.particles[i] = new Particle();
			let particle = particleControl.particles[i];
			// Init Transform
			tempVec3.x = symmetryRandom() * 0.3 + 0.8;
			tempVec3.y = symmetryRandom() * 0.2 - 1.0;
			tempVec3.z = symmetryRandom() * 0.3 + 0.5;
			tempVec3.normalize();
			tempVelocity = 5.0 + Math.random() * 1.0;
			tempVec3.multiplyScalar(tempVelocity);
			// Velocity
			particle.setVelocity(
				tempVec3.x,
				tempVec3.y,
				tempVec3.z
			);
			// Rotation
			particle.setRotation(
				symmetryRandom() * PI2 * 0.5,
				symmetryRandom() * PI2 * 0.5,
				symmetryRandom() * PI2 * 0.5
			);
			// Position
			particle.setPosition(
				symmetryRandom() * area[0],
				symmetryRandom() * area[1],
				symmetryRandom() * area[2]
			);
			// Euler
			particle.setEulerAngles(
				Math.random() * Math.PI * 2.0,
				Math.random() * Math.PI * 2.0,
				Math.random() * Math.PI * 2.0
			);
			// Size
			particle.setSize(4 + Math.random() * 1);
		}
		// Attributes
		this.geometry.setAttribute('position', new THREE.BufferAttribute(this.positions, 3));
		this.geometry.setAttribute('aEuler', new THREE.BufferAttribute(this.eulers, 3));
		this.geometry.setAttribute('aSize', new THREE.BufferAttribute(this.sizes, 1));
		// Uniforms
		this.uniforms = {
			far: {
				type: 'f',
				value: area[2]
			}
		};
		this.points = new THREE.Points(
			this.geometry,
			new THREE.ShaderMaterial({
				uniforms: this.uniforms,
				vertexShader,
				fragmentShader,
			})
		);
		this.scene.add(this.points);
	}

	// Cycle Position 
	repeatPos(particle, area) {
		for (let index = 0; index < 3; index++) {
			let limit = area[index];
			if (Math.abs(particle.position[index]) - particle.size * 0.5 > limit) {
				// Out Of Area
				if (particle.position[index] > 0) {
					particle.position[index] -= limit * 2.0;
				}
				else {
					particle.position[index] += limit * 2.0;
				}
			}
		}
	}

	// Cycle Euler
	repeatEuler(particle) {
		for (let index = 0; index < 3; index++) {
			particle.euler[index] = particle.euler[index] % PI2;
			if (particle.euler[index] < 0.0) {
				particle.euler[index] += PI2;
			}
		}
	}

	renderParticle(){
		let { particleNum, area, particles } = this.particleControl;
		// Update Data
		for (let i = 0; i < particleNum; i++) {
			let particle = particles[i];
			particle.update(this.deltaTime);
			this.repeatPos(particle, area);
			this.repeatEuler(particle);
			// Position
			this.positions[i*3] = particle.position[0];
			this.positions[i*3+1] = particle.position[1];
			this.positions[i*3+2] = particle.position[2];
			// Rotation
			this.eulers[i*3] = particle.euler[0];
			this.eulers[i*3+1] = particle.euler[1];
			this.eulers[i*3+2] = particle.euler[2];
			// Size
			this.sizes[i] = particle.size;
		}
		this.geometry.attributes['position'].needsUpdate = true;
		this.geometry.attributes['aEuler'].needsUpdate = true;
		this.geometry.attributes['aSize'].needsUpdate = true;
	}

	render(time) {
		this.deltaTime = time;
		this.renderParticle();
	}
}


class MainScene {
	constructor(container, callback) {
		this.container = container;
		this.width = window.innerWidth;
		this.height = window.innerHeight;
		this.clock = new THREE.Clock();

		// Camera
		const camera = (this.camera = new THREE.PerspectiveCamera(
			45,
			document.body.clientWidth / window.innerHeight,
			1,
			1000
		));
		camera.position.set(0, 0, 10);

		// Renderer
		const renderer = (this.renderer = new THREE.WebGLRenderer({
			antialias: false
		}));
		renderer.domElement.id = 'canvasWebGL';
		renderer.setPixelRatio(window.devicePixelRatio);
		renderer.setSize(this.width, this.height);
		renderer.gammaFactor = 2.2;
		renderer.setClearColor(0x000000, 1.0);
		container.appendChild(renderer.domElement);
		// Scene
		this.initScene(callback);
		// Events
		this.initEvents();
	}
	initScene(callback) {
		const scene = (this.scene = new THREE.Scene());
		this.sakura = new Sakura(scene);
		this.animete();
		typeof callback === 'function' && callback();
	}
	initEvents() {
		window.addEventListener('resize', this.onWindowResize.bind(this), false);
	}
	onWindowResize() {
		this.width = getEleWidth(this.container);
		this.height = getEleHeight(this.container);
		this.camera.aspect = this.width / this.height;
		this.camera.updateProjectionMatrix();
		this.renderer.setPixelRatio(window.devicePixelRatio);
		this.renderer.setSize(this.width, this.height);
	}
	animete() {
		const time = this.clock.getDelta();
		this.sakura.render(time);
		this.renderer.render(this.scene, this.camera);
		requestAnimationFrame(this.animete.bind(this));
	}
}

window.onload = ()=> {
	let containerEle = document.querySelector("#container");
	new MainScene(containerEle);
}
              
            
!
999px

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