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1\n vec4 lastPos = texture2D( positionInfo, uv );\n\n float noisiness = 9.0;\n\n float az = 0.0;\n float el = 0.0;\n\n vec3 noiser = vec3(lastPos) + cnoise(vec2(lastVel * noisiness)) * noisiness * 0.5;\n toBall(noiser, az, el);\n if (rand(lastVel.xy) > 0.33333) {\n lastPos.xyz = fromBall(75.0, az, el);\n } else {\n lastPos.xyz += fromBall(-6.0, az, el);\n }\n\n lastPos.xyz += lastVel.xyz * noisiness;\n gl_FragColor = lastPos;\n}\n"},function(e,t){e.exports="#include <common>\n\nuniform vec2 mousePos;\n\nfloat constrain(float val, float min, float max) {\n if (val < min) {\n return min;\n } else if (val > max) {\n return max;\n } else {\n return val;\n }\n}\n\nvec3 getDiff (in vec3 lastPos, in vec3 mousePos) {\n vec3 diff = lastPos.xyz / 33.3 - mousePos;\n float distance = constrain(length(diff), 5.0, 100.0);\n float strength = 0.35 / (distance * distance);\n\n diff = normalize(diff);\n // delta\n diff = diff * strength * -2.0;\n // diff = diff * strength * (-20.83) * (1.0 / delta) * 0.0183;\n\n return diff;\n}\n\n\nvoid main()\t{\n vec2 cellSize = 1.0 / resolution.xy;\n vec2 uv = gl_FragCoord.xy * cellSize;\n\n vec4 lastPos = texture2D( positionInfo, uv );\n vec4 lastVel = texture2D( velocityInfo, uv );\n\n\n vec3 diff = getDiff( lastPos.xyz, vec3(mousePos, 0.1) );\n\n lastVel.xyz += diff;\n\n gl_FragColor = lastVel;\n}\n"},function(e,t){e.exports="#include <common>\n\nuniform sampler2D positionInfo;\nuniform sampler2D velocityInfo;\n\nvarying vec4 particleVel;\n\n\n// #define M_PI 3.1415926535897932384626433832795\n\n// float atan2(in float y, in float x) {\n// \tbool xgty = (abs(x) > abs(y));\n// \treturn mix(M_PI/2.0 - atan(x,y), atan(y,x), float(xgty));\n// }\n\n// vec3 fromBall(float r, float az, float el) {\n// \treturn vec3(\n// r * cos(el) * cos(az),\n// r * cos(el) * sin(az),\n// r * sin(el)\n// );\n// }\n\n// void toBall(vec3 pos, out float az, out float el) {\n// \taz = atan2(pos.y, pos.x);\n// \tel = atan2(pos.z, sqrt(pos.x * pos.x + pos.y * pos.y));\n// }\n\nvoid main() {\n vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );\n #include <uv_vertex>\n\n // vec3 objectNormal = vec3(\n // ( texture2D( fireworkPosition, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( fireworkPosition, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,\n // ( texture2D( fireworkPosition, uv + vec2( 0, - cellSize.y ) ).x - texture2D( fireworkPosition, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,\n // 1.0 );\n\n vec3 objectNormal = vec3(1.0);\n\n vec4 fireworkCoord = texture2D( positionInfo, uv );\n particleVel = texture2D( velocityInfo, uv );\n\n vec3 transformed = vec3( fireworkCoord.x, fireworkCoord.y, fireworkCoord.z );\n\n gl_PointSize = 1.0;\n\n // float az = 0.0;\n // float el = 0.0;\n // vec3 noiser = transformed;\n // toBall(noiser, az, el);\n // vec3 newPos = fromBall(70.0, az, el);\n\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n vec4 outputPos = projectionMatrix * mvPosition;\n\n gl_Position = outputPos;\n\n}"},function(e,t){e.exports="varying vec2 vUv;\n// varying float vfinalSize;\n// varying vec3 vNormal;\n// uniform sampler2D wood;\n\nuniform vec2 mousePos;\nuniform vec2 resolution;\nuniform float opacity;\n\n// uniform sampler2D ball;\n\nvoid main() {\n\n // vec4 woodColor = texture2D( wood, vUv );\n // gl_FragColor = vec4(vec3(woodColor) * 0.5, 0.223 * opacity);\n\n // vec4 ballColor = texture2D( ball, gl_PointCoord );\n // if (ballColor.r < 0.001) {\n // discard;\n // } else {\n // ballColor = mix(vec4(1.0,1.0,1.0, 1.0), vec4(238.0 / 255.0, 57.0 / 255.0, 50.0 / 255.0, 1.0), mousePos.x);\n // gl_FragColor = ballColor;\n // }\n\n // vec4 ballColor = texture2D( ball, gl_PointCoord );\n\n vec2 coord = gl_PointCoord.xy - vec2(0.5);\n if (length(coord) > 0.5) {\n discard;\n } else {\n vec4 ballColor = mix(vec4(0.58,0.58,0.58, opacity), vec4(255.0 / 255.0, 57.0 / 255.0, 50.0 / 255.0, opacity), mousePos.x);\n gl_FragColor = ballColor;\n }\n\n // float finalSize = vfinalSize * 2.0;\n // vec2 pos = mod(gl_PointCoord.xy, vec2(finalSize)) - vec2(finalSize / 2.0);\n // float dist_squared = dot(pos, pos);\n // gl_FragColor = (dist_squared < finalSize * finalSize)\n // ? vec4(.90, .90, .90, 0.03)\n // : vec4(.20, .20, .40, 0.03);\n // gl_FragColor = vec4(vec3(1.0), 0.03);\n // gl_PointCoord.xy\n}\n"},function(e,t){e.exports="// varying vec2 vUv;\n// varying float vfinalSize;
1\n// varying vec3 vNormal;\n\nuniform sampler2D wood;\nuniform float pointSize;\nuniform vec2 mousePos;\nuniform float time;\n\nattribute float vertIndex;\n\n#define M_PI 3.1415926535897932384626433832795\n\n#include <common>\n\n// Classic Perlin 3D Noise\n// by Stefan Gustavson\n//\nvec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}\nvec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}\n\nfloat cnoise(vec2 P){\n vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);\n vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);\n Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation\n vec4 ix = Pi.xzxz;\n vec4 iy = Pi.yyww;\n vec4 fx = Pf.xzxz;\n vec4 fy = Pf.yyww;\n vec4 i = permute(permute(ix) + iy);\n vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...\n vec4 gy = abs(gx) - 0.5;\n vec4 tx = floor(gx + 0.5);\n gx = gx - tx;\n vec2 g00 = vec2(gx.x,gy.x);\n vec2 g10 = vec2(gx.y,gy.y);\n vec2 g01 = vec2(gx.z,gy.z);\n vec2 g11 = vec2(gx.w,gy.w);\n vec4 norm = 1.79284291400159 - 0.85373472095314 *\n vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));\n g00 *= norm.x;\n g01 *= norm.y;\n g10 *= norm.z;\n g11 *= norm.w;\n float n00 = dot(g00, vec2(fx.x, fy.x));\n float n10 = dot(g10, vec2(fx.y, fy.y));\n float n01 = dot(g01, vec2(fx.z, fy.z));\n float n11 = dot(g11, vec2(fx.w, fy.w));\n vec2 fade_xy = fade(Pf.xy);\n vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);\n float n_xy = mix(n_x.x, n_x.y, fade_xy.y);\n return 2.3 * n_xy;\n}\n\nfloat atan2(in float y, in float x) {\n\tbool xgty = (abs(x) > abs(y));\n\treturn mix(M_PI/2.0 - atan(x,y), atan(y,x), float(xgty));\n}\n\nvec3 fromBall(float r, float az, float el) {\n\treturn vec3(\n r * cos(el) * cos(az),\n r * cos(el) * sin(az),\n r * sin(el)\n );\n}\n\nvoid toBall(vec3 pos, out float az, out float el) {\n\taz = atan2(pos.y, pos.x);\n\tel = atan2(pos.z, sqrt(pos.x * pos.x + pos.y * pos.y));\n}\n\nfloat evaluateBezierPosition(float v1, float v2, float v3, float v4, float t ) {\n vec3 p;\n float OneMinusT = 1.0 - t;\n float b0 = OneMinusT*OneMinusT*OneMinusT;\n float b1 = 3.0*t*OneMinusT*OneMinusT;\n float b2 = 3.0*t*t*OneMinusT;\n float b3 = t*t*t;\n return b0*v1 + b1*v2 + b2*v3 + b3*v4;\n}\n\nvoid main() {\n // vUv = uv;\n\n vec2 dynamicUV = uv;\n dynamicUV = dynamicUV * 0.5;\n dynamicUV += abs(-sin(time) * cos(time));\n dynamicUV = dynamicUV * 0.5 + cnoise(uv * 0.25) * 0.05;\n // dynamicUV.x = dynamicUV.x * 0.75 + (sin(time * 3.0) * cos(time * 3.0) + 0.5) * 0.25;\n\n // dynamicUV *= abs(mousePos.x);\n\n vec4 woodColor = texture2D(wood, dynamicUV);\n\n float az = 0.0;\n float el = 0.0;\n\n // vec3 noiser = position + woodColor.z * normal.z * 20.0;\n\n vec3 noiser = woodColor.z * normal.z * 20.0\n + (vec3(woodColor) * 2.0 - 1.0) * 30.0;\n\n toBall(mix(position + noiser, position + noiser * 0.75, mousePos.x), az, el);\n\n vec3 levitation = vec3(woodColor) * normal * 8.0;\n // vNormal = levitation;\n\n vec3 newPos = fromBall(70.0, az, el) + levitation;\n // vec3 newPos = position + normal * vec3(woodColor) * 20.0;\n // vec3 newPos = position;\n\n vec4 finalDot = projectionMatrix * modelViewMatrix * vec4(newPos, 1.0);\n float finalSize = woodColor.z * 5.0;\n\n float slider = clamp(mousePos.x, 0.0, 1.0);\n\n float sizeInc = slider * 120.0;\n float bezR = 1.0 - 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