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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - instanced particles - billboards - colors</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - instanced circle billboards - colors
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<div id="notSupported" style="display:none">Sorry, your graphics card + browser does not support hardware instancing</div>
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</div>
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<script id="vshader" type="x-shader/x-vertex">
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precision highp float;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform float time;
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attribute vec3 position;
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attribute vec2 uv;
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attribute vec3 translate;
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varying vec2 vUv;
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varying float vScale;
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void main() {
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vec4 mvPosition = modelViewMatrix * vec4( translate, 1.0 );
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vec3 trTime = vec3(translate.x + time,translate.y + time,translate.z + time);
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float scale = sin( trTime.x * 2.1 ) + sin( trTime.y * 3.2 ) + sin( trTime.z * 4.3 );
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vScale = scale;
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scale = scale * 10.0 + 10.0;
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mvPosition.xyz += position * scale;
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vUv = uv;
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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precision highp float;
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uniform sampler2D map;
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varying vec2 vUv;
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varying float vScale;
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// HSL to RGB Convertion helpers
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vec3 HUEtoRGB(float H){
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H = mod(H,1.0);
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float R = abs(H * 6.0 - 3.0) - 1.0;
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float G = 2.0 - abs(H * 6.0 - 2.0);
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float B = 2.0 - abs(H * 6.0 - 4.0);
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return clamp(vec3(R,G,B),0.0,1.0);
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}
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vec3 HSLtoRGB(vec3 HSL){
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vec3 RGB = HUEtoRGB(HSL.x);
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float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
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return (RGB - 0.5) * C + HSL.z;
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}
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void main() {
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vec4 diffuseColor = texture2D( map, vUv );
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gl_FragColor = vec4( diffuseColor.xyz * HSLtoRGB(vec3(vScale/5.0, 1.0, 0.5)), diffuseColor.w );
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if ( diffuseColor.w < 0.5 ) discard;
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}
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</script>
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<script type="module">
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import * as THREE from '../build/three.module.js';
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import Stats from './jsm/libs/stats.module.js';
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let container, stats;
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let camera, scene, renderer;
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let geometry, material, mesh;
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function init() {
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renderer = new THREE.WebGLRenderer();
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if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'ANGLE_instanced_arrays' ) === false ) {
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document.getElementById( 'notSupported' ).style.display = '';
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return false;
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}
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
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camera.position.z = 1400;
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scene = new THREE.Scene();
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const circleGeometry = new THREE.CircleGeometry( 1, 6 );
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geometry = new THREE.InstancedBufferGeometry();
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geometry.index = circleGeometry.index;
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geometry.attributes = circleGeometry.attributes;
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const particleCount = 75000;
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const translateArray = new Float32Array( particleCount * 3 );
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for ( let i = 0, i3 = 0, l = particleCount; i < l; i ++, i3 += 3 ) {
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translateArray[ i3 + 0 ] = Math.random() * 2 - 1;
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translateArray[ i3 + 1 ] = Math.random() * 2 - 1;
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translateArray[ i3 + 2 ] = Math.random() * 2 - 1;
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}
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geometry.setAttribute( 'translate', new THREE.InstancedBufferAttribute( translateArray, 3 ) );
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material = new THREE.RawShaderMaterial( {
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uniforms: {
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"map": { value: new THREE.TextureLoader().load( 'textures/sprites/circle.png' ) },
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"time": { value: 0.0 }
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},
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vertexShader: document.getElementById( 'vshader' ).textContent,
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fragmentShader: document.getElementById( 'fshader' ).textContent,
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depthTest: true,
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depthWrite: true
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} );
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mesh = new THREE.Mesh( geometry, material );
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mesh.scale.set( 500, 500, 500 );
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scene.add( mesh );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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window.addEventListener( 'resize', onWindowResize );
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return true;
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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const time = performance.now() * 0.0005;
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material.uniforms[ "time" ].value = time;
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mesh.rotation.x = time * 0.2;
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mesh.rotation.y = time * 0.4;
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renderer.render( scene, camera );
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}
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if ( init() ) {
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animate();
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}
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</script>
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</body>
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</html>
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