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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.

            
              .container.fixed-top.header.disable-selection
  .row
    .col
      h1
        strong Shader Moon
      p(role='button', onclick='randomMoon()') Generate Random Moon
      
//----------------
// Original Code Experiment by Jaume Sanchez Elias
// https://www.clicktorelease.com/blog/experiments-with-perlin-noise/
//----------------
script#vertexShader(type='x-shader/x-vertex').
  void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  }
script#ortho-vs(type='x-shader/x-vertex').
  varying vec2 vUv;
  void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 0.5 );
  }
script#noiseVertexShader(type='x-shader/x-vertex').
  //
  // GLSL textureless classic 3D noise "cnoise",
  // with an RSL-style periodic variant "pnoise".
  // Author:  Stefan Gustavson (stefan.gustavson@liu.se)
  // Version: 2011-10-11
  //
  // Many thanks to Ian McEwan of Ashima Arts for the
  // ideas for permutation and gradient selection.
  //
  // Copyright (c) 2011 Stefan Gustavson. All rights reserved.
  // Distributed under the MIT license. See LICENSE file.
  // https://github.com/ashima/webgl-noise
  //
  vec3 mod289(vec3 x)
  {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
  }
  vec4 mod289(vec4 x)
  {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
  }
  vec4 permute(vec4 x)
  {
  return mod289(((x*34.0)+1.0)*x);
  }
  vec4 taylorInvSqrt(vec4 r)
  {
  return 1.79284291400159 - 0.85373472095314 * r;
  }
  vec3 fade(vec3 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
  }
  // Classic Perlin noise
  float cnoise(vec3 P)
  {
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod289(Pi0);
  Pi1 = mod289(Pi1);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;
  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);
  vec4 gx0 = ixy0 * (1.0 / 7.0);
  vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);
  vec4 gx1 = ixy1 * (1.0 / 7.0);
  vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);
  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  g000 *= norm0.x;
  g010 *= norm0.y;
  g100 *= norm0.z;
  g110 *= norm0.w;
  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  g001 *= norm1.x;
  g011 *= norm1.y;
  g101 *= norm1.z;
  g111 *= norm1.w;
  float n000 = dot(g000, Pf0);
  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  float n111 = dot(g111, Pf1);
  vec3 fade_xyz = fade(Pf0);
  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  return 1.2 * n_xyz;
  }
  // Classic Perlin noise, periodic variant
  float pnoise(vec3 P, vec3 rep)
  {
    vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
    vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
    Pi0 = mod289(Pi0);
    Pi1 = mod289(Pi1);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;
    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);
    vec4 gx0 = ixy0 * (1.0 / 7.0);
    vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);
    vec4 gx1 = ixy1 * (1.0 / 7.0);
    vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);
    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;
    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);
    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
    return 2.0 * n_xyz;
  }
  varying vec3 vNormal;
  uniform float time;
  uniform float weight;
  uniform float morph;
  uniform float psize;
  
  void main() {
    float f = morph * pnoise( normal + time, vec3( 10.0 ) );
    vNormal = normalize(normal);
    vec4 pos = vec4( position + f * normal, 1.0 );
    gl_Position = projectionMatrix * modelViewMatrix * pos;
    gl_PointSize = psize;
  }
script#fs_ZoomBlur(type='x-shader/x-vertex').
  varying vec2 vUv;
  uniform sampler2D tDiffuse;
  uniform vec2 resolution;
  uniform float strength;
  float random(vec3 scale,float seed){return fract(sin(dot(gl_FragCoord.xyz+seed,scale))*43758.5453+seed);}
  void main() {
    vec2 center = .5 * resolution;
    vec4 color = vec4(0.0);
    float total = 0.0;
    vec2 toCenter=center-vUv*resolution;
    float offset=random(vec3(12.9898,78.233,151.7182),0.0);
    for(float t=0.0;t<=50.0;t++){
      float percent=(t+offset)/40.0;
      float weight = 100.0*(percent-percent*percent);
      vec4 sample=texture2D(tDiffuse,vUv+toCenter*percent*strength/resolution);
      sample.rgb*=sample.a;
      color+=sample*weight;
      total+=weight;
    }
    gl_FragColor = color/total;
    gl_FragColor.rgb /= gl_FragColor.a;
    //gl_FragDepth = color;
  }
script#fragmentShader(type='x-shader/x-vertex').
  //
  // GLSL textureless classic 3D noise "cnoise",
  // with an RSL-style periodic variant "pnoise".
  // Author:  Stefan Gustavson (stefan.gustavson@liu.se)
  // Version: 2011-10-11
  //
  // Copyright (c) 2011 Stefan Gustavson. All rights reserved.
  // Distributed under the MIT license. See LICENSE file.
  // https://github.com/ashima/webgl-noise
  //
  vec3 mod289(vec3 x)
  {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
  }
  vec4 mod289(vec4 x)
  {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
  }
  vec4 permute(vec4 x)
  {
  return mod289(((x*34.0)+1.0)*x);
  }
  vec4 taylorInvSqrt(vec4 r)
  {
  return 1.79284291400159 - 0.85373472095314 * r;
  }
  vec3 fade(vec3 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
  }
  // Classic Perlin noise
  float cnoise(vec3 P)
  {
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod289(Pi0);
  Pi1 = mod289(Pi1);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;
  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);
  vec4 gx0 = ixy0 * (1.0 / 7.0);
  vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);
  vec4 gx1 = ixy1 * (1.0 / 7.0);
  vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);
  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  g000 *= norm0.x;
  g010 *= norm0.y;
  g100 *= norm0.z;
  g110 *= norm0.w;
  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  g001 *= norm1.x;
  g011 *= norm1.y;
  g101 *= norm1.z;
  g111 *= norm1.w;
  float n000 = dot(g000, Pf0);
  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  float n111 = dot(g111, Pf1);
  vec3 fade_xyz = fade(Pf0);
  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  return 2.2 * n_xyz;
  }
  // Classic Perlin noise, periodic variant
  float pnoise(vec3 P, vec3 rep)
  {
    vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
    vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
    Pi0 = mod289(Pi0);
    Pi1 = mod289(Pi1);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;
    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);
    vec4 gx0 = ixy0 * (1.0 / 7.0);
    vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);
    vec4 gx1 = ixy1 * (1.0 / 7.0);
    vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);
    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;
    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);
    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
    return 10.0 * n_xyz;
  }
  varying vec3 vNormal;
  uniform sampler2D tShine;
  uniform float time;
  uniform float RGBr;
  uniform float RGBg;
  uniform float RGBb;
  uniform float RGBn;
  uniform float RGBm;
  uniform float dnoise;
  
  float PI = 3.14159265358979323846264;
  void main() {
    float r = ( pnoise( RGBr * ( vNormal + time ), vec3( 10.0 ) ) );
    float g = ( pnoise( RGBg * ( vNormal + time ), vec3( 10.0 ) ) );
    float b = ( pnoise( RGBb * ( vNormal + time ), vec3( 10.0 ) ) );
    float n = pnoise( -1.0 * ( vNormal + time ), vec3( 10.0 ) );
    //n = pow( 1.0, n );
    n = 50.0 * pnoise( (RGBn) * ( vNormal ), vec3( 10.0 ) ) * pnoise( RGBm * ( vNormal + time ), vec3( 10.0 ) );
    n -= 0.10 * pnoise( dnoise * vNormal, vec3( 10.0 ) );
    vec3 color = vec3( r + n, g + n, b + n );
    gl_FragColor = vec4( color, 1.0 );
  }
script#fs_Composite(type='x-shader/x-vertex').
  varying vec2 vUv;
  uniform sampler2D tBase;
  uniform sampler2D tGlow;
  void main() {
    //Screen: X = 1- ((255-U)*(255-L))/255
    //vec4 color = 1.0 - ( ( 1.0 - texture2D( tGlow, vec2( vUv.x, vUv.y ) ) ) * ( 1.0 - texture2D( tBase, vUv ) ) );
    //vec4 color = mix( texture2D( tBase, vUv ), texture2D( tGlow, vec2( vUv.x, 1.0 - vUv.y ) ), .5 );
    //vec4 color = texture2D( tBase, vUv ) + texture2D( tGlow, vUv ) * texture2D( tGlow, vUv );
    vec4 color = texture2D( tGlow, vUv );
    gl_FragColor = vec4( color.rgb, 1.0 );
  }
            
          
!
            
              body {
  color: rgba(240,240,240, 0.8);
  margin: 0;
  text-align: center;
  background-color: black;
}
canvas {
  display: block;
  width: 100%;
  height: 100%;
}
p {
  color: rgba(240,240,240, 0.8)
}
.header {
  top: 45%;
}
.footer {
  bottom:3%;
}
.description {
  color: gray;
  padding-top: 50px;
}
a, a:hover, a:visited {
  color: white;
  text-decoration: none;
} 
.disable-selection {
     -moz-user-select: none; /* Firefox */
      -ms-user-select: none; /* Internet Explorer */
   -khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
  -webkit-user-select: none; /* Chrome, Safari, and Opera */
  -webkit-touch-callout: none; /* Disable Android and iOS callouts*/
}
h1::after {
  content: ' Three JS';
  font-size: 12px;
  position:absolute;
  top: 3px;
  padding-left: 5px;
  font-weight: 400;
}
h2::after {
  content: '2';
  font-size: 12px;
  position:absolute;
  top: 14px;
  padding-left: 5px;
}
            
          
!
            
              // Three JS
window.addEventListener('load', init, false);
function init() {
  console.log('Init Functions');
  createWorld();
  createLights();
  createGrid();
  createGUI();
  createSkin();
  createLife();
}

var Theme = {
  _gray:0x222222,
  _dark:0x000000,   // Background
  _cont:0x444444,   // Lines
  _blue:0x000FFF,
  _red:0xF00000,    //
  _cyan:0x00FFFF,   // Material
  _white:0xF00589   // Lights
}

var scene, camera, renderer, container;
var _width, _height;
var _ambientLights, _lights, _rectAreaLight;
var _skin;

var mat;
var geo;
var groupMoon = new THREE.Object3D();

//--------------------------------------------------------------------
function createWorld() {
  _width = window.innerWidth;
  _height= window.innerHeight;
  //---
  scene = new THREE.Scene();
  scene.fog = new THREE.Fog(Theme._dark, 150, 320);
  scene.background = new THREE.Color(Theme._dark);
  scene.add(groupMoon);
  //---
  camera = new THREE.PerspectiveCamera(20, _width/_height, 1, 1000);
  camera.position.set(0,10,120);
  //---
  renderer = new THREE.WebGLRenderer({antialias:true, alpha:false});
  renderer.setSize(_width, _height);
  renderer.shadowMap.enabled = true;
  //---
  document.body.appendChild(renderer.domElement);
  //---
  window.addEventListener('resize', onWindowResize, false);
  console.log('Create world');
}
function onWindowResize() {
  _width = window.innerWidth;
  _height = window.innerHeight;
  renderer.setSize(_width, _height);
  camera.aspect = _width / _height;
  camera.updateProjectionMatrix();
}
//--------------------------------------------------------------------
function createLights() {
  _ambientLights = new THREE.HemisphereLight(Theme._cont, Theme._white, 1);
  _backlight = new THREE.PointLight(Theme._white, 1);
  _backlight.position.set(-5,-20,-20);
  //---
  _rectAreaLight = new THREE.RectAreaLight(Theme._white, 20, 3, 3);
  _rectAreaLight.position.set(0, 0, 2);
  //---
  _rectAreaLightHelper = new THREE.RectAreaLightHelper(_rectAreaLight);
  //---
  _frontlight = new THREE.PointLight(Theme._white, 2);
  _frontlight.position.set(20,10,0);
  //---
  scene.add(_backlight);
  scene.add(_ambientLights);
  scene.add(_rectAreaLight);
  scene.add(_frontlight);
  //scene.add(_rectAreaLightHelper);
  console.log('Create Lights');
}

var uniforms = {
  time: {
    type: "f",
    value: 0.0
  },
  RGBr: {
    type: "f",
    value: 0.0
  },
  RGBg: {
    type: "f",
    value: 0.0
  },
  RGBb: {
    type: "f",
    value: 0.0
  },
  RGBn: {
    type: "f",
    value: 0.0
  },
  RGBm: {
    type: "f",
    value: 0.0
  },
  morph: {
    type: 'f',
    value: 0.0
  },
  dnoise: {
    type: 'f',
    value: 0.0
  },
  psize: {
    type: 'f',
    value: 3.0
  }
}

var options = {
  perlin: {
    time: 5.0,
    morph: 0.0,
    dnoise: 2.5
  },
  chroma: {
    RGBr: 4.5,
    RGBg: 0.0,
    RGBb: 3.0,
    RGBn: 0.3,
    RGBm: 1.0
  },
  camera: {
    zoom: 150,
    speedY: 0.6,
    speedX: 0.0,
    guide: false
  },
  sphere: {
    wireframe: false,
    points: false,
    psize: 3
  }
}

function randomMoon() {
  console.log('Hola moon');
  
  //TweenMax.to(options.perlin, 1, {morph: Math.random() * 20});
  //TweenMax.to(options.perlin, 2, {time: 1 + Math.random() * 4});
  //TweenMax.to(options.perlin, 1, {dnoise: Math.random() * 100});
  
  TweenMax.to(options.chroma, 1, {RGBr: Math.random() * 10});
  TweenMax.to(options.chroma, 1, {RGBg: Math.random() * 10});
  TweenMax.to(options.chroma, 1, {RGBb: Math.random() * 10});
  
  TweenMax.to(options.chroma, 1, {RGBn: Math.random() * 2});
  TweenMax.to(options.chroma, 1, {RGBm: Math.random() * 5});
  
  /*options.perlin.time = 1;
  options.perlin.dnoise = 0;
  options.perlin.morph = 0;
  options.chroma.RGBr = Math.random() * 10;
  options.chroma.RGBg = Math.random() * 10;
  options.chroma.RGBb = Math.random() * 10;
  options.chroma.RGBn = Math.random() * 2;
  options.chroma.RGBm = Math.random() * 5;*/
  
}

function createGUI() {
  var gui = new dat.GUI();
  var camGUI = gui.addFolder('Camera');
  camGUI.add(options.camera, 'zoom', 50, 250).name('Zoom').listen();
  camGUI.add(options.camera, 'speedY', -1, 1).name('Speed Y').listen();
  camGUI.add(options.camera, 'speedX', 0, 1).name('Speed X').listen();
  camGUI.add(options.camera, 'guide', false).name('Guide').listen();
  //camGUI.open();
  //---
  var timeGUI = gui.addFolder('Setup');
  timeGUI.add(options.perlin, 'time', 0.0, 10.0).name('Speed').listen();
  timeGUI.add(options.perlin, 'morph', 0.0, 20.0).name('Morph').listen();
  timeGUI.add(options.perlin, 'dnoise', 0.0, 100.0).name('DNoise').listen();
  timeGUI.open();
  //---
  var rgbGUI = gui.addFolder('RGB');
  rgbGUI.add(options.chroma, 'RGBr', 0.0, 10.0).name('Red').listen();
  rgbGUI.add(options.chroma, 'RGBg', 0.0, 10.0).name('Green').listen();
  rgbGUI.add(options.chroma, 'RGBb', 0.0, 10.0).name('Blue').listen();
  rgbGUI.add(options.chroma, 'RGBn', 0.0, 3.0).name('Black').listen();
  rgbGUI.add(options.chroma, 'RGBm', 0.0, 1.0).name('Chroma').listen();
  rgbGUI.open();
  //---
  var wirGUI = gui.addFolder('Sphere');
  wirGUI.add(options.sphere, 'wireframe', true).name('Wireframe').listen();
  wirGUI.add(options.sphere, 'points', true).name('Points').listen();
  wirGUI.add(options.sphere, 'psize', 1.0, 10.0).name('Point Size').step(1);
  //wirGUI.open();
  console.log('Create GUI');
}

skinElement = function(geo_frag = 5) {
  var geo_size = 20;
  if (geo_frag>=5) geo_frag = 5;
  //---
  geo = new THREE.IcosahedronBufferGeometry(geo_size,geo_frag);
  //---
  mat = new THREE.ShaderMaterial({
    uniforms: uniforms,
    //attributes: attributes,
    side:THREE.DoubleSide,
    vertexShader: document.getElementById( 'noiseVertexShader' ).textContent,
    fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
    wireframe:options.sphere.wireframe
  });
  this.point = new THREE.Points(geo, mat);
  //---
  this.mesh = new THREE.Mesh(geo, mat);
  this.mesh.geometry.verticesNeedUpdate = true;
  this.mesh.geometry.morphTargetsNeedUpdate = true;
  this.mesh.reseivedShadow = true;
  this.mesh.castShadow = true;
  //---
  groupMoon.add(this.point);
  groupMoon.add(this.mesh);
  //---
}
//---
function createSkin() {
  _skin = new skinElement();
  _skin.mesh.scale.set(1,1,1);
  scene.add(_skin.mesh);
}

var gridHelper;

function createGrid(_gridY = -20) {
  gridHelper = new THREE.GridHelper(200, 20, Theme._cont, Theme._gray);
  gridHelper.position.y = _gridY;
  scene.add(gridHelper);
}

//--------------------------------------------------------------------

var frame = Date.now();
//---
function createLife() {
  var time = Date.now();
  //---
  uniforms.time.value = (options.perlin.time / 10000) * (time - frame);
  uniforms.morph.value = (options.perlin.morph);
  uniforms.dnoise.value = (options.perlin.dnoise);
  //---
  TweenMax.to(camera.position, 2, {z:300-options.camera.zoom});
  //---
  _skin.mesh.rotation.y += options.camera.speedY/100;
  _skin.mesh.rotation.z += options.camera.speedX/100;
  //---
  _skin.point.rotation.y = _skin.mesh.rotation.y;
  _skin.point.rotation.z = _skin.mesh.rotation.z;
  gridHelper.rotation.y = _skin.mesh.rotation.y;
  //---
  mat.uniforms['RGBr'].value = options.chroma.RGBr/10;
  mat.uniforms['RGBg'].value = options.chroma.RGBg/10;
  mat.uniforms['RGBb'].value = options.chroma.RGBb/10;
  mat.uniforms['RGBn'].value = options.chroma.RGBn/100;
  mat.uniforms['RGBm'].value = options.chroma.RGBm;
  mat.uniforms['psize'].value = options.sphere.psize;
  //---
  gridHelper.visible = options.camera.guide;
  //---
  _skin.mesh.visible = !options.sphere.points;
  _skin.point.visible = options.sphere.points;
  //---
  mat.wireframe = options.sphere.wireframe;
  //---
  camera.lookAt(scene.position);
  //---
  requestAnimationFrame(createLife);
  renderer.render(scene, camera);
}

            
          
!
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