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https://github.com/ducbao414/win32.run.git
synced 2025-12-17 01:32:50 +09:00
init the awkward code
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289
static/html/visualizers/11.html
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289
static/html/visualizers/11.html
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<html>
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<head>
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<style>
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*{ margin: 0px;}
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html, body {
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background-color: black;
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}
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</style>
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</head>
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<!-- CodePen Home
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Meet me there, In the blue
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Tom Hinton
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https://codepen.io/TomHinton/pen/vYdOdrL-->
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<body>
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<div id="shader"></div>
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<script id="vertex" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() { gl_Position = vec4(position, 1.0);
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vUv = uv;
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}
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</script>
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<script id="fragment" type="x-shader/x-fragment">
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precision highp float;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec2 vUv;
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const float PI = 3.1415926535897932384626433832795;
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const float TAU = PI * 2.;
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float wiggly(float cx, float cy, float amplitude, float frequency, float spread){
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float w = sin(cx * amplitude * frequency * PI) * cos(cy * amplitude * frequency * PI) * spread;
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return w;
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}
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void coswarp(inout vec3 trip, float warpsScale ){
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trip.xyz += warpsScale * .1 * cos(3. * trip.yzx + (u_time * .25));
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trip.xyz += warpsScale * .05 * cos(11. * trip.yzx + (u_time * .25));
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trip.xyz += warpsScale * .025 * cos(17. * trip.yzx + (u_time * .25));
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}
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void uvRipple(inout vec2 uv, float intensity){
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vec2 p = uv -.5;
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float cLength=length(p);
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uv= uv +(p/cLength)*cos(cLength*15.0-u_time*.5)*intensity;
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}
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float smoothMod(float x, float y, float e){
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float top = cos(PI * (x/y)) * sin(PI * (x/y));
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float bot = pow(sin(PI * (x/y)),2.);
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float at = atan(top/bot);
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return y * (1./2.) - (1./PI) * at ;
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}
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vec2 modPolar(vec2 p, float repetitions) {
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float angle = 2.*3.14/repetitions;
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float a = atan(p.y, p.x) + angle/2.;
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float r = length(p);
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//float c = floor(a/angle);
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a = smoothMod(a,angle,033323231231561.9) - angle/2.;
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//a = mix(a,)
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vec2 p2 = vec2(cos(a), sin(a))*r;
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p2 += wiggly(p2.x + u_time * .05, p2.y + u_time * .05, 2., 4., 0.05);
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return p2;
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}
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float stroke(float x, float s, float w){
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float d = step(s, x+ w * .5) - step(s, x - w * .5);
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return clamp(d, 0., 1.);
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}
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// Classic Perlin 2D Noise
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// by Stefan Gustavson
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//
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vec4 permute(vec4 x)
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{
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return mod(((x*34.0)+1.0)*x, 289.0);
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}
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vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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float cnoise(vec2 P){
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
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vec4 gy = abs(gx) - 0.5;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = 1.79284291400159 - 0.85373472095314 *
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vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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vec2 rotate2D (vec2 _st, float _angle) {
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_st -= 0.5;
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_st = mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle)) * _st;
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_st += 0.5;
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return _st;
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}
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vec2 rotateTilePattern(vec2 _st){
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// Scale the coordinate system by 2x2
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_st *= 2.0;
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// Give each cell an index number
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// according to its position
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float index = 0.0;
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index += step(1., mod(_st.x,2.0));
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index += step(1., mod(_st.y,2.0))*2.0;
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// |
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// 2 | 3
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// |
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//--------------
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// |
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// 0 | 1
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// |
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// Make each cell between 0.0 - 1.0
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_st = fract(_st);
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// Rotate each cell according to the index
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if(index == 1.0){
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// Rotate cell 1 by 90 degrees
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_st = rotate2D(_st,PI*0.5);
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} else if(index == 2.0){
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// Rotate cell 2 by -90 degrees
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_st = rotate2D(_st,PI*-0.5);
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} else if(index == 3.0){
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// Rotate cell 3 by 180 degrees
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_st = rotate2D(_st,PI);
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}
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return _st;
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy - u_resolution * .5) / u_resolution.yy + 0.5;
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float vTime = u_time;
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vec2 uv2 = uv;
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vec2 uv3 = uv;
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uvRipple(uv2, .5);
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uv = modPolar(uv-.5, 4.);
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uv = rotateTilePattern(uv * cnoise(uv * 4.));
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float n = fract(sin(uv.x) * uv.y);
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vec3 color = vec3(uv.x, uv.y, 2.);
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coswarp(color, 3.);
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uvRipple(uv,color.r);
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color = vec3(uv.x, uv.y, 1.);
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coswarp(color, 3.);
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color -= stroke(distance(uv2,vec2(.5)), .3, .8);
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color += stroke(distance(uv2,vec2(n)), uv.x, .5);
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gl_FragColor = vec4(vec3(color.r, color.g, color.b), 1.0);
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}
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</script>
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<script type="module">
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import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
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import {OrbitControls} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
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let camera, scene, renderer, clock;
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let uniforms;
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function init() {
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const container = document.getElementById("shader");
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clock = new THREE.Clock();
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camera = new THREE.Camera();
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camera.position.z = 1;
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scene = new THREE.Scene();
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const geometry = new THREE.PlaneBufferGeometry(2, 2);
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uniforms = {
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u_time: { type: "f", value: 1.0 },
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u_resolution: { type: "v2", value: new THREE.Vector2() },
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};
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const material = new THREE.ShaderMaterial({
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uniforms,
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vertexShader: document.getElementById("vertex").textContent,
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fragmentShader: document.getElementById("fragment").textContent
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});
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio(window.devicePixelRatio);
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container.appendChild(renderer.domElement);
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onWindowResize();
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window.addEventListener("resize", onWindowResize);
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}
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function onWindowResize() {
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renderer.setSize(window.innerWidth, window.innerHeight);
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uniforms.u_resolution.value.x = renderer.domElement.width;
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uniforms.u_resolution.value.y = renderer.domElement.height;
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}
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function render() {
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uniforms.u_time.value = clock.getElapsedTime();
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renderer.render(scene, camera);
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}
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function animate() {
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render();
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requestAnimationFrame(animate);
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}
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init();
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animate();
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</script>
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</body>
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</html>
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