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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 id="fragShader" type="shader-code">
		uniform vec2 res;//The width and height of our screen
		uniform sampler2D bufferTexture;//Our input texture
		uniform vec3 smokeSource;//The x,y are the posiiton. The z is the power/density
		void main() {
	        vec2 pixel = gl_FragCoord.xy / res.xy;
	        gl_FragColor = texture2D( bufferTexture, pixel );

	        //Get the distance of the current pixel from the smoke source
	        float dist = distance(smokeSource.xy,gl_FragCoord.xy);
	        //Generate smoke when mouse is pressed
			gl_FragColor.rgb += smokeSource.z * max(15.0-dist,0.0);
		 }
	</script>
            
          
!
            
              /* We want our scene to span the entire window */
		body { margin: 0; }
            
          
!
            
              //@author Omar Shehata. 2015.
		//We are loading the Three.js library from the cdn here: https://cdnjs.com/libraries/three.js/
		var scene;
		var camera;
		var renderer;

		function scene_setup(){
			//This is the basic scene setup
			scene = new THREE.Scene();
			var width = window.innerWidth;
			var height = window.innerHeight;
			//Note that we're using an orthographic camera here rather than a prespective
			camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
			camera.position.z = 2;

			renderer = new THREE.WebGLRenderer();
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );
		}

		
		//Initialize the Threejs scene
		scene_setup();
		
		
		var bufferScene;
		var textureA;
		var textureB;
		var bufferMaterial;
		var plane;
		var bufferObject;
		var finalMaterial;
		var quad;

		function buffer_texture_setup(){
			//Create buffer scene
			bufferScene = new THREE.Scene();
			//Create 2 buffer textures
			textureA = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter});
			textureB = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter} );
			//Pass textureA to shader
			bufferMaterial = new THREE.ShaderMaterial( {
				uniforms: {
				 bufferTexture: { type: "t", value: textureA },
				 res : {type: 'v2',value:new THREE.Vector2(window.innerWidth,window.innerHeight)},//Keeps the resolution
				 smokeSource: {type:"v3",value:new THREE.Vector3(0,0,0)}///This keeps the position of the mouse and whether it was clicked or not
				},
				fragmentShader: document.getElementById( 'fragShader' ).innerHTML
			} );
			plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
			bufferObject = new THREE.Mesh( plane, bufferMaterial );
			bufferScene.add(bufferObject);

			//Draw textureB to screen 
			finalMaterial =  new THREE.MeshBasicMaterial({map: textureB});
			quad = new THREE.Mesh( plane, finalMaterial );
			scene.add(quad);
		}
		buffer_texture_setup();


		//Send position of smoke source with value
		var mouseDown = false;
		function UpdateMousePosition(X,Y){
			var mouseX = X;
		  	var mouseY = window.innerHeight - Y;
		  	bufferMaterial.uniforms.smokeSource.value.x = mouseX;
		  	bufferMaterial.uniforms.smokeSource.value.y = mouseY;
		}
		document.onmousemove = function(event){
		  	UpdateMousePosition(event.clientX,event.clientY)
		}

		document.onmousedown = function(event){
			mouseDown = true;
			bufferMaterial.uniforms.smokeSource.value.z = 0.1;
		}
		document.onmouseup = function(event){
			mouseDown = false;
			bufferMaterial.uniforms.smokeSource.value.z = 0;
		}


		//Render everything!
		function render() {

		  requestAnimationFrame( render );
		  
		   //Draw to textureB
		  renderer.render(bufferScene,camera,textureB,true);
			
		  //Swap textureA and B
		  var t = textureA;
		  textureA = textureB;
		  textureB = t;
		  quad.material.map = textureB;
		  bufferMaterial.uniforms.bufferTexture.value = textureA;

		  //Finally, draw to the screen
		  renderer.render( scene, camera );

		}
		render();
            
          
!
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