1!function (e) { var n = {}; function o(t) { if (n[t]) return n[t].exports; var a = n[t] = { i: t, l: !1, exports: {} }; return e[t].call(a.exports, a, a.exports, o), a.l = !0, a.exports } o.m = e, o.c = n, o.d = function (e, n, t) { o.o(e, n) || Object.defineProperty(e, n, { enumerable: !0, get: t }) }, o.r = function (e) { "undefined" != typeof Symbol && Symbol.toStringTag && Object.defineProperty(e, Symbol.toStringTag, { value: "Module" }), Object.defineProperty(e, "__esModule", { value: !0 }) }, o.t = function (e, n) { if (1 & n && (e = o(e)), 8 & n) return e; if (4 & n && "object" == typeof e && e && e.__esModule) return e; var t = Object.create(null); if (o.r(t), Object.defineProperty(t, "default", { enumerable: !0, value: e }), 2 & n && "string" != typeof e) for (var a in e) o.d(t, a, function (n) { return e[n] }.bind(null, a)); return t }, o.n = function (e) { var n = e && e.__esModule ? function () { return e.default } : function () { return e }; return o.d(n, "a", n), n }, o.o = function (e, n) { return Object.prototype.hasOwnProperty.call(e, n) }, o.p = "", o(o.s = 5) }([function (e, n, o) { "use strict"; n.a = "// three.jsãäºãå®ç¾©ãã¦ããuniform夿°\nuniform mat4 modelMatrix;// ã¢ãã«å¤æè¡å\nuniform mat4 viewMatrix;// ãã¥ã¼å¤æè¡å\nuniform mat4 projectionMatrix;// ããã¸ã§ã¯ã·ã§ã³å¤æè¡å\nuniform vec3 cameraPosition;// ã«ã¡ã©ã®ä½ç½®\n\nattribute vec2 uv;//UV座æ¨\n\n//åæé ç¹åº§æ¨\nattribute vec3 position;\nvoid main(){\n gl_Position = vec4(position, 1.0);//ã¢ãã«ããã¥ã¼ãããã¸ã§ã¯ã·ã§ã³å¤æãããã®ã¾ã¾é ç¹ã渡ã\n}" }, function (e, n, o) { "use strict"; n.a = "precision highp float;\n\n/// simplex noise\n\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy));\n vec3 x0 = v - i + dot(i, C.xxx);\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min(g.xyz, l.zxy);\n vec3 i2 = max(g.xyz, l.zxy);\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy;// 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy;// -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute(permute(permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857;// 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z);// mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_);// mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4(x.xy, y.xy);\n vec4 b1 = vec4(x.zw, y.zw);\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;\n\n vec3 p0 = vec3(a0.xy, h.x);\n vec3 p1 = vec3(a0.zw, h.y);\n vec3 p2 = vec3(a1.xy, h.z);\n vec3 p3 = vec3(a1.zw, h.w);\n\n //Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;
1\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);\n m = m * m;\n return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1),\n dot(p2, x2), dot(p3, x3)));\n}\n\n//snoise ããã¾ã§\n\nuniform vec2 resolution;\nuniform float bg_time;// çµéæé\nuniform float bg_noise_w;\nuniform float bg_noise_h;\nuniform float bg_noise_tx;\nuniform float bg_noise_ty;\nuniform float bg_noise_tz;\nuniform float bg_noise_rx;\nuniform float bg_noise_ry;\nuniform float bg_noise_rz;\nuniform float bg_noise_gx;\nuniform float bg_noise_gy;\nuniform float bg_noise_gz;\nuniform float bg_noise_bx;\nuniform float bg_noise_by;\nuniform float bg_noise_bz;\nuniform float bg_noise_alpha;\n\nvoid main(){\n //xyãã¯ã»ã«åº§æ¨ã-1.0ã1.0ã«æ£è¦åãã\n vec2 scr = vec2(bg_noise_w, bg_noise_h);\n vec2 p = (gl_FragCoord.xy / scr) * 2.0 - 1.0;\n\n float r=(snoise(vec3(p.x*bg_noise_rx+bg_time*bg_noise_tx, p.y*bg_noise_ry+2.0*bg_noise_ty, bg_noise_rz+bg_time*bg_noise_tz))+1.0)/2.0;\n float g=(snoise(vec3(p.x*3.0, p.y*3.0+bg_time*bg_noise_ty, 0.0+bg_time*bg_noise_tz))+1.0)/2.0;\n float b=(snoise(vec3(3.0, 3.2, 3.3))+1.0)/2.0;\n vec4 noiseColor=vec4(1.0*r, 1.0*g, 1.0*r, 1.0);\n vec4 noiseColor1=vec4(1.0, 0.859, r, 1.0);\n vec4 noiseColor2=vec4(1.0*r, 1.0*g, 1.0, r*0.63);\n vec4 noiseColor3=vec4(1.0, 1.0, 1.0, r*0.4);\n vec4 noiseColor4=vec4(1.0, 0.859, 0.0, r*1.0);\n vec4 baseColor1=vec4(1.0, 0.859, 0.0, 1.0);//ffdb00 YELLOW01æ\n vec4 baseColor2=vec4(0.98, 0.745, 0.0, 1.0);//fabe00 YELLOW02æ\n vec4 baseColor3=vec4(1.0, 0.824, 0.0, 1.0);//ffd200 PSDæå¤è²\n vec4 baseColor4=vec4(0.98, 0.709, 0.06, 1.0);//fbb511 ãªã¬ã³ã¸ç³»\n vec4 lightColor=vec4(1.0, 0.878, 0.565, 1.0);//ffe053(1.0,0.878,0.365,1.0) å
彩é¨å\n vec4 layerColor=baseColor3+(lightColor-baseColor3)*r*bg_noise_alpha;\n gl_FragColor=vec4(layerColor.xyz, 0.5*r+0.8);\n //gl_FragColor = baseColor*noiseColor;//ä¹ç®\n //gl_FragColor = noiseColor4*0.2+noiseColor3*0.3+noiseColor2*0.3;\n //gl_FragColor = 1.0-(1.0-baseColor4)*(1.0-noiseColor3);//ã¹ã¯ãªã¼ã³\n //gl_FragColor = max(baseColor4,noiseColor3*0.8);//æ¯è¼æ\n //gl_FragColor = baseColor4+(noiseColor3-baseColor4)*bg_noise_alpha;//ã¢ã«ãã¡åæ\n //gl_FragColor = (baseColor4*(1.0-bg_noise_alpha))+noiseColor3*bg_noise_alpha;//é常éã\n}" }, function (e, n, o) { "use strict"; n.a = "precision mediump float;\n\n// three.jsãäºãå®ç¾©ãã¦ããuniform夿°\nuniform mat4 modelMatrix;// ã¢ãã«å¤æè¡å\nuniform mat4 viewMatrix;// ãã¥ã¼å¤æè¡å\nuniform mat4 projectionMatrix;// ããã¸ã§ã¯ã·ã§ã³å¤æè¡å\nuniform vec3 cameraPosition;// ã«ã¡ã©ã®ä½ç½®\n\n// èªåã§å®ç¾©ããuniform夿°\nuniform float time;// çµéæé\n\n// dot_geometryã§è¿½å ããattribute\nattribute vec3 position;// 座æ¨\nattribute vec3 vertexRandomValues;// ã©ã³ãã å¤\n\n// ãã©ã°ã¡ã³ãã·ã§ã¼ãã«æ¸¡ãå¤\nvarying float vAlpha;\n\nuniform vec2 resolution;//ç»é¢è§£å度\nuniform float pointScale;//é ç¹ãµã¤ãº\n\n// ã¡ã¤ã³ã®å¦ç\nvoid main() {\n\n //dotä½ç½®\n vec3 pos = position;\n pos.x += 80.0*vertexRandomValues.y*sin(time*vertexRandomValues.z+vertexRandomValues.x);\n pos.y += 100.0*vertexRandomValues.x*sin(time*vertexRandomValues.y+vertexRandomValues.z);\n\n //dotéæåº¦\n vAlpha = (1.0+pos.z/4000.0)*((sin(time*5.0*vertexRandomValues.x)+1.0)*0.5);\n\n // ã¢ãã«å¤æ\n vec4 modelPos = modelMatrix * vec4(pos, 1.0);\n // ãã¥ã¼å¤æ\n vec4 modelViewPos = viewMatrix * modelPos;\n // ããã¸ã§ã¯ã·ã§ã³å¤æãã座æ¨ãgl_Positionã«ä»£å
¥\n gl_Position = projectionMatrix * modelViewPos;\n gl_PointSize = pointScale*(4000.0+pos.z)/4000.0;//ããããµã¤ãº\n}" }, function (e, n, o) { "use strict"; n.a = "precision mediump float;\n\nvarying float vAlpha;\n\n// ã¡ã¤ã³ã®å¦ç\nvoid main(){\n vec3 n;\n n.xy = gl_PointCoord * 2.0 - 1.0;\n n.z = 1.0 - dot(n.xy, n.xy);\n if (n.z < 0.0) discard;//è§ãè½ã¨ãã¦åå½¢ã«ãã\n gl_FragColor = vec4(1.0, 1.0, 1.0, vAlpha);\n}" }, , function (e, n, o) { "use strict"; o.r(n); var t = o(0), a = o(1), r = o(2), i = o(3); !function () { var e, n, o, s, u, d, c, l, v, x, p, y, m, h, f, g, b, _, z, w, M, E, C, T, R, A = !1, H = [], S = 0; function P() { } function V() { W(), function () { TweenMax.set($("#fvCanvas"), { width: e, height: n }), document.querySelector("#fvCanvas"), u = new THREE.Scene, (o = new THREE.PerspectiveCamera(70, e / n, 1, 1e5)).position.x = 0, o.position.y = 200, o.position.z = 3500, o.lookAt(new THREE.Vector3(0, 0, 0)), o.frustumCulled = !1, w = new THREE.Vector2, document.addEventListener("mousemove", Q, !1), p = new THREE.BufferGeometry; for (var c = [], l = [], v = 0; v < 500; v++)c.push(2e3 * Math.random() - 1e3), c.push(1e3 * Math.random() - 500), c.push(800 * Math.random() - 200), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()); var E = new THREE.BufferAttribute(new Float32Array(c), 3); p.setAttribute("position", E), p.setAttribute("vertexRandomValues", new THREE.BufferAttribute(new Float32Array(l), 3)); var S = 2.4; A && (S = 1.2); y = new THREE.RawShaderMaterial({ transparent: !0, opacity: 0, alphaTest: .5, depthTest: !0, stencilWrite: !0, side: THREE.DoubleSide, blending: THREE.NormalBlending, uniforms: { time: { type: "1f", value: 0 }, pointScale: { type: "1f", value: S } }, vertexShader: r.a, fragmentShader: i.a }), (m = new THREE.Points(p, y)).renderOrder = 1, m.position.x = 0, m.position.y = 0, m.position.z = 0, u.add(m), h = new THREE.BufferGeometry; c = []; var P = [], V = [], O = (l = [], []), F = [], I = [], B = 1440 / 34 * 2, j = B / 2 * Math.sqrt(3) / 2, L = Math.floor(810 / (2 * j)) + 1; M = 35 * L, M = 120; for (v = 0; v < M; v++) { var G, k, q, X = {}, Y = [Math.random(), Math.random(), Math.random()], Z = {}; B / 2 * (v % 35) - 720, 810 - j - 2 * j * Math.floor(v / 35) - 405, 0, G = 1600 * Math.random() - 800, k = 1400 * Math.random() - 700, q = 800 * Math.random() - 1e3, X.sx = G, X.sy = k, X.sz = q, X.cx = G, X.cy = k, X.cz = q, X.vx = 4 * Math.random() - 2, X.vy = 4 * Math.random() - 2, X.vz = 0, X.rndX = Math.random(), X.rndY = Math.random(), X.rndZ = Math.random(), X.rndR = Math.random(), v % 2 == 0 ? (Z.x = -B / 2 + G, Z.y = j + k, Z.z = 0, c.push(Z.x), c.push(Z.y), c.push(Z.z), X.p1 = { sx: Z.x, sy: Z.y, sz: Z.z, x: Z.x, y: Z.y, z: Z.z, srx: Z.x - G, sry: Z.y - k, srz: 0, rx: Z.x - G, ry: Z.y - k, rz
1: 0, vx: 4 * Math.random() - 2, vy: 4 * Math.random() - 2, vz: 4 * Math.random() - 2 }, F.push((Z.x + 720) / 1440), F.push(1 - (Z.y + 405) / 810), P.push(v), V.push(X.cx), V.push(X.cy + j / 3), V.push(X.cz), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()), O.push(Y[0]), O.push(Y[1]), O.push(Y[2]), Z.x = G, Z.y = -j + k, Z.z = 0, c.push(Z.x), c.push(Z.y), c.push(Z.z), X.p2 = { sx: Z.x, sy: Z.y, sz: Z.z, x: Z.x, y: Z.y, z: Z.z, srx: Z.x - G, sry: Z.y - k, srz: 0, rx: Z.x - G, ry: Z.y - k, rz: 0, vx: 4 * Math.random() - 2, vy: 4 * Math.random() - 2, vz: 4 * Math.random() - 2 }, F.push((Z.x + 720) / 1440), F.push(1 - (Z.y + 405) / 810), P.push(v), V.push(X.cx), V.push(X.cy + j / 3), V.push(X.cz), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()), O.push(Y[0]), O.push(Y[1]), O.push(Y[2]), Z.x = B / 2 + G, Z.y = j + k, Z.z = 0, c.push(Z.x), c.push(Z.y), c.push(Z.z), X.p3 = { sx: Z.x, sy: Z.y, sz: Z.z, x: Z.x, y: Z.y, z: Z.z, srx: Z.x - G, sry: Z.y - k, srz: 0, rx: Z.x - G, ry: Z.y - k, rz: 0, vx: 4 * Math.random() - 2, vy: 4 * Math.random() - 2, vz: 4 * Math.random() - 2 }, F.push((Z.x + 720) / 1440), F.push(1 - (Z.y + 405) / 810), P.push(v), V.push(X.cx), V.push(X.cy + j / 3), V.push(X.cz), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()), O.push(Y[0]), O.push(Y[1]), O.push(Y[2])) : (Z.x = G, Z.y = j + k, Z.z = 0, c.push(Z.x), c.push(Z.y), c.push(Z.z), X.p1 = { sx: Z.x, sy: Z.y, sz: Z.z, x: Z.x, y: Z.y, z: Z.z, srx: Z.x - G, sry: Z.y - k, srz: 0, rx: Z.x - G, ry: Z.y - k, rz: 0, vx: 4 * Math.random() - 2, vy: 4 * Math.random() - 2, vz: 4 * Math.random() - 2 }, F.push((Z.x + 720) / 1440), F.push(1 - (Z.y + 405) / 810), P.push(v), V.push(X.cx), V.push(X.cy - j / 3), V.push(X.cz), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()), O.push(Y[0]), O.push(Y[1]), O.push(Y[2]), Z.x = -B / 2 + G, Z.y = -j + k, Z.z = 0, c.push(Z.x), c.push(Z.y), c.push(Z.z), X.p2 = { sx: Z.x, sy: Z.y, sz: Z.z, x: Z.x, y: Z.y, z: Z.z, srx: Z.x - G, sry: Z.y - k, srz: 0, rx: Z.x - G, ry: Z.y - k, rz: 0, vx: 4 * Math.random() - 2, vy: 4 * Math.random() - 2, vz: 4 * Math.random() - 2 }, F.push((Z.x + 720) / 1440), F.push(1 - (Z.y + 405) / 810), P.push(v), V.push(X.cx), V.push(X.cy - j / 3), V.push(X.cz), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()), O.push(Y[0]), O.push(Y[1]), O.push(Y[2]), Z.x = B / 2 + G, Z.y = -j + k, Z.z = 0, c.push(Z.x), c.push(Z.y), c.push(Z.z), X.p3 = { sx: Z.x, sy: Z.y, sz: Z.z, x: Z.x, y: Z.y, z: Z.z, srx: Z.x - G, sry: Z.y - k, srz: 0, rx: Z.x - G, ry: Z.y - k, rz: 0, vx: 4 * Math.random() - 2, vy: 4 * Math.random() - 2, vz: 4 * Math.random() - 2 }, F.push((Z.x + 720) / 1440), F.push(1 - (Z.y + 405) / 810), P.push(v), V.push(X.cx), V.push(X.cy - j / 3), V.push(X.cz), l.push(Math.random()), l.push(Math.random()), l.push(Math.random()), O.push(Y[0]), O.push(Y[1]), O.push(Y[2])); var J = 3 * v; I.push(J + 0), I.push(J + 1), I.push(J + 2), X.num = v, H.push(X) } (E = new THREE.BufferAttribute(new Float32Array(c), 3)).usage = THREE.DynamicDrawUsage, h.setAttribute("position", E), h.setAttribute("centerPosition", new THREE.BufferAttribute(new Float32Array(V), 3)), h.setAttribute("vertexRandomValues", new THREE.BufferAttribute(new Float32Array(l), 3)), h.setAttribute("polygonRandomValues", new THREE.BufferAttribute(new Float32Array(O), 3)), h.setAttribute("charIndex", new THREE.BufferAttribute(new Uint16Array(P), 1)), h.setAttribute("uv", new THREE.BufferAttribute(new Float32Array(F), 2)), h.setIndex(new THREE.BufferAttribute(new Uint16Array(I), 1)), h.computeVertexNormals(), h.computeBoundingSphere(), f = new THREE.RawShaderMaterial({ transparent: !0, alphaTest: .1, depthTest: !0, stencilWrite: !1, side: THREE.DoubleSide, blending: THREE.NormalBlending, wireframe: !1, uniforms: { textureNumber: { type: "1f", value: 1 }, fade: { type: "1f", value: 1 }, time: { type: "1f", value: 0 }, counter: { type: "1f", value: 10 }, vertexOffset: { type: "1f", value: 0 }, mouse: { type: "v2", value: w }, pointScale: { type: "1f", value: 1 } }, vertexShader: "precision highp float;\n\n// three.jsãäºãå®ç¾©ãã¦ããuniform夿°\nuniform mat4 modelMatrix;// ã¢ãã«å¤æè¡å\nuniform mat4 viewMatrix;// ãã¥ã¼å¤æè¡å\nuniform mat4 projectionMatrix;// ããã¸ã§ã¯ã·ã§ã³å¤æè¡å\nuniform vec3 cameraPosition;// ã«ã¡ã©ã®ä½ç½®\n\n// èªåã§å®ç¾©ããuniform夿°\nuniform float time;// çµéæé\nuniform float counter;\nuniform float vertexOffset;\nuniform vec2 mouse;//jsããæ¸¡ããããã¦ã¹åº§æ¨\n\nuniform mat3 normalMatrix;\nattribute vec3 normal;\n\n// FloatingCharsGeometryã§è¿½å ããattribute\nattribute vec3 position;// 座æ¨\nattribute vec3 centerPosition;// ã»ã³ã¿ã¼åº§æ¨\nattribute vec3 vertexRandomValues;// ã©ã³ãã å¤\nattribute vec3 polygonRandomValues;// ã©ã³ãã å¤\nattribute vec2 uv;//UV座æ¨\nattribute float charIndex;// ä½çªç®ã®æå(ä¸è§å½¢ã«)å±ããã\n\n// ãã©ã°ã¡ã³ãã·ã§ã¼ãã«æ¸¡ãå¤\nvarying vec3 vNormal;\nvarying vec3 vCamera;\nvarying vec3 vPosition;\nvarying float vAlpha;\n\nuniform vec2 resolution;//ç»é¢è§£å度\nuniform sampler2D texture;//ãã¼ã¿ä¿æç¨ãã¯ã¹ãã£\nuniform float pointScale;//é ç¹ãµã¤ãº\n\n// ã¡ã¤ã³ã®å¦ç\nvoid main() {\n\n vec3 pos = position;\n\n //ä¸å¿ããã®è·é¢\n float distX=resolution.x*0.5-pos.x;\n float distY=resolution.y*0.5-pos.y;\n float dist=5.0-sqrt(distX*distX+distY*distY)*0.01;\n //縮å°\n float dx=centerPosition.x-pos.x;\n float dy=centerPosition.y-pos.y;\n float dz=centerPosition.z-pos.z;\n pos.x+=counter*dx*0.001*dist;\n pos.y+=counter*dy*0.001*dist;\n pos.z+=counter*dz*0.001*dist;\n\n vAlpha = 1.0+pos.z/2000.0;\n\n // ã¢ãã«å¤æ\n vec4 modelPos = modelMatrix * vec4(pos, 1.0
1);\n\n // ãã¥ã¼å¤æ\n vec4 modelViewPos = viewMatrix * modelPos;\n\n // ããã¸ã§ã¯ã·ã§ã³å¤æãã座æ¨ãgl_Positionã«ä»£å
¥\n gl_Position = projectionMatrix * modelViewPos;\n\n vNormal = normal;\n vCamera = cameraPosition;\n vPosition = position;\n}", fragmentShader: "precision mediump float;\n\nuniform sampler2D texture;// ãã¯ã¹ãã£\nuniform float textureNumber;// ãã¯ã¹ãã£\nuniform float fade;// ãã¯ã¹ãã£\n\nvarying vec3 vNormal;\nvarying vec3 vCamera;\nvarying vec3 vPosition;\nvarying float vAlpha;\n\n// ã¡ã¤ã³ã®å¦ç\nvoid main(){\n vec4 color = vec4(1.0, 1.0, 1.0, 0.5);\n vec3 toCamera=vec3(vPosition.x-vCamera.x, vPosition.y-vCamera.y, vPosition.z-vCamera.z);\n\n if (dot(normalize(vNormal), normalize(toCamera)) > 0.0){\n color=vec4(1.0, 1.0, 1.0, 0.6);\n }\n\n gl_FragColor = vec4(color.xyz, vAlpha);\n}" }), (g = new THREE.Mesh(h, f)).position.x = 0, g.position.y = 0, u.add(g); var K = 400; (ne = new THREE.Geometry).vertices[0] = new THREE.Vector3(0, K * Math.sqrt(3), 0), ne.vertices[1] = new THREE.Vector3(-K, 0, 0), ne.vertices[2] = new THREE.Vector3(K, 0, 0), ne.faces[0] = new THREE.Face3(0, 1, 2); var ee = new THREE.MeshBasicMaterial({ color: 16432640, transparent: !0, opacity: 0 }); (b = new THREE.Mesh(ne, ee)).position.set(-200, -50, 10), u.add(b); K = 250; (ne = new THREE.Geometry).vertices[0] = new THREE.Vector3(0, K * Math.sqrt(3), 0), ne.vertices[1] = new THREE.Vector3(-K, 0, 0), ne.vertices[2] = new THREE.Vector3(K, 0, 0), ne.faces[0] = new THREE.Face3(0, 1, 2); ee = new THREE.MeshBasicMaterial({ color: 16432640, transparent: !0, opacity: 0 }); (_ = new THREE.Mesh(ne, ee)).position.set(-200, -250, 30), u.add(_); var ne; K = 450; (ne = new THREE.Geometry).vertices[0] = new THREE.Vector3(0, K * Math.sqrt(3), 0), ne.vertices[1] = new THREE.Vector3(-K, 0, 0), ne.vertices[2] = new THREE.Vector3(K, 0, 0), ne.faces[0] = new THREE.Face3(0, 1, 2); ee = new THREE.MeshBasicMaterial({ color: 16432640, transparent: !0, opacity: 0 }); (z = new THREE.Mesh(ne, ee)).position.set(300, -400, 60), u.add(z), function () { new THREE.WebGLRenderer, new THREE.OrthographicCamera(-1, 1, 1, -1, 1, 1e3).position.z = 1, new THREE.Scene, T = new THREE.BufferGeometry; var e = new THREE.PlaneGeometry(2, 2), n = new THREE.BufferAttribute(new Float32Array([-.9, .9, 0, -.8, -.8, 0, .7, .7, 0, .95, -.95, 0]), 3); T.setAttribute("position", n), T.setAttribute("uv", new THREE.BufferAttribute(new Float32Array([0, 1, 0, 0, 1, 1, 1, 0]), 2)), T.setIndex(new THREE.BufferAttribute(new Uint16Array([0, 1, 2, 2, 1, 3]), 1)), R = new THREE.RawShaderMaterial({ transparent: !0, alphaTest: .1, depthTest: !1, stencilWrite: !1, side: THREE.FrontSide, blending: THREE.NormalBlending, wireframe: !1, uniforms: { bg_time: { type: "1f", value: 0 }, bg_noise_w: { type: "1f", value: 2e3 }, bg_noise_h: { type: "1f", value: 2e3 }, bg_noise_tx: { type: "1f", value: 1 }, bg_noise_ty: { type: "1f", value: 1 }, bg_noise_tz: { type: "1f", value: 1 }, bg_noise_rx: { type: "1f", value: 3 }, bg_noise_ry: { type: "1f", value: 3 }, bg_noise_rz: { type: "1f", value: 3 }, bg_noise_gx: { type: "1f", value: 1 }, bg_noise_gy: { type: "1f", value: 1 }, bg_noise_gz: { type: "1f", value: 1 }, bg_noise_bx: { type: "1f", value: 1 }, bg_noise_by: { type: "1f", value: 1 }, bg_noise_bz: { type: "1f", value: 1 }, bg_noise_alpha: { type: "1f", value: .6 }, resolution: { type: "v2", value: new THREE.Vector2(window.innerWidth, window.innerHeight) } }, vertexShader: t.a, fragmentShader: a.a }), (C = new THREE.Mesh(e, R)).position.x = 50, C.position.y = 0, C.position.z = 20, C.scale.set(100, 100, 100), C.renderOrder = -1, u.add(C) }(); var oe = new THREE.BoxGeometry(30, 30, 30), te = new THREE.MeshBasicMaterial({ color: 16711680, transparent: !1 }); te.side = THREE.DoubleSide, x = new THREE.Mesh(oe, te), u.add(x), x.position.z = 0, x.position.y = 200, x.visible = !1; var ae = document.getElementById("fvCanvas"); (d = new THREE.WebGLRenderer({ canvas: ae, preserveDrawingBuffer: !0, logarithmicDepthBuffer: !0, antialias: !1, alpha: !0 })).setPixelRatio(window.devicePixelRatio), d.autoClearColor = !0, d && (d.setSize(e, n), o.aspect = e / n, o.updateProjectionMatrix()); (s = new THREE.TrackballControls(o, d.domElement)).noZoom = !1, s.noPan = !1, s.noRotate = !1, s.object.position.set(0, 0, 2e3), s.target = new THREE.Vector3(0, 0, 0), U(), W(), TweenMax.to($("#loadingBg"), .3, { opacity: 0, delay: 0, ease: Quad.easeIn }), TweenMax.to($("#loading"), .6, { opacity: 0, delay: 0, ease: Quad.easeIn, onComplete: D }), TweenMax.delayedCall(0, N, []) }(), function () { c = new dat.GUI({}), $("#guiArea").append($(c.domElement)), $("#guiArea").css({ display: "none" }), c.closed = !0, l = { demo: "AMUSE", control: !1, mouseOver: !0, opacity: 1, fov: 70, move: !0, triRotation: .02, tgtVisible: !1, tgtPosition: 400, tgtRotation: .8, tgtMouse: !1, chaseSpeed: 2e-4, transCount: 0, transCountStart: 0, boids: !0, boidsArea: 240, boidsSeparation: 8e-4, boidsAlignment: .001, boidsCohesion: .0015, maxSpeed: 10, start: !0, dom: !0, maxInstancedCount: M, polygonVisible: !0, counter: 0, vertexOffset: 0, textureNumber: 1, fade: 1, noiseTexture: 1, tx: 0, ty: 0, displacement: 0 }, v = { bg_noise_w: 3800, bg_noise_h: 3800, bg_noise_tx: 3, bg_noise_ty: -2, bg_noise_tz: 8, bg_noise_rx: 3, bg_noise_ry: 3, bg_noise_rz: 3, bg_noise_gx: 1, bg_noise_gy: 1, bg_noise_gz: 1, bg_noise_bx: 1, bg_noise_by: 1, bg_noise_bz: 1, bg_noise_alpha: .6 }, E = M, c.add(l, "demo"), c.add(l, "control").onChange(O), c.add(l, "opacity", 0, 1, .1).name("éé度").onChange(O), c.add(l, "fov", 1, 180, 1).name("fov").onChange(O), c.add(l, "move").name("move").onChange(O), c.add(l, "triRotation", 0, .2, .01).name("ããªã´ã³å転").onChange(O), c.add(l, "tgtVisible").name("ã¿ã¼ã²ãã表示").onChange(I), c.add(l, "tgtPosition", 0, 1e3).name("ã¿ã¼ã²ããä½ç½®").onChange(I), c.add(l, "tgtRotation", -5, 5).name("ã¿ã¼ã²ããå転").onChange(I), c.add(l, "tgtMouse").name("ã¿ã¼ã²ããMOUSE").onChange(I), c.add(l, "chaseSpeed", 0, .001).name("追跡ã¹ãã¼ã").onChange(I), c.add(l, "transCount", 0, 1, .01).name("transCount").onChange(I), c.add(l, "transCountStart", 0, 1, .01).name("transCountStart").onChange(I), c.add(l, "boids").name("boids").onChange(B), c.add(l, "boidsArea", 40, 800).name("boidså¤å®ã¨ãªã¢").onChange(B), c.add(l, "boidsSeparation", 0, .005).name("åé¢ä¿æ°").onChange(B), c.add(l, "boidsAlignment", 0, .005).name("æ´åä¿æ°").onChange(B), c.add(l, "boidsCohesion", 0, .005).name("çµåä¿æ°").onChange(B), c.add(l, "maxSpeed", 0, 150).name("ã¹ãã¼ãä¸é").onChange(B), c.add(l, "dom").name("DOM表示").onChange(F); var e = c.addFolder("vertex shader"); e.open(), e.add(l, "polygonVisible").name("ããªã´ã³è¡¨ç¤º").onChange(O), e.add(l, "maxInstancedCount", 0, E).name("ããªã´ã³æ°").onChange(O), e.add(l, "counter", 0, 500).name("ä¸è§ç¸®å°").onChange(O), e.add(l, "vertexOffset", 0, 500).onChange(O); var n = c.addFolder("fragment shader"); n.open(), n.add(l, "textureNumber", 1, 3).onChange(O), n.add(l, "fade", 0, 1).onChange(O); var o = c.addFolder("fragment bg shader"); o.open(), o.add(v, "bg_noise_w", 1, 1e4).onChange(j), o.add(v, "bg_noise_h", 1, 1e4).onChange(j), o.add(v, "bg_noise_tx", -30, 30).onChange(j), o.add(v, "bg_noise_ty", -30, 30).onChange(j), o.add(v, "bg_noise_tz", -30, 30).onChange(j), o.add(v, "bg_noise_alpha", 0, 1).onChange(j), O(), j(), I(), B() }() } function O() { l.control ? $("#fvCanvas").css({ "pointer-events": "auto" }) : $("#fvCanvas").css({ "pointer-events": "none" }), l.polygonVisible ? g.visible = !0 : g.visible = !1, f && (f.uniforms.counter.value = l.counter, f.uniforms.vertexOffset.value = l.vertexOffset, f.uniforms.textureNumber.value = l.textureNumber, f.uniforms.fade.value = l.fade), $("#fvCanvas").css({ opacity: l.opacity }); var e = parseInt(3 * l.maxInstancedCount); h.setDrawRange(0, e), o.fov = l.fov, o.updateProjectionMatrix() } function F() { l.dom ? (TweenMax.set($("#fvAboutCopy"), { opacity: 1, display: "block" }), TweenMax.set($("#fvScrollSign"), { opacity: 1, display: "block" }), TweenMax.set($("#fvLink"), { opacity: 1, display: "block" }), TweenMax.set($("#header"), { opacity: 1, display: "block" })) : (TweenMax.set($("#fvAboutCopy"), { opacity: 0, display: "block" }), TweenMax.set($("#fvScrollSign"), { opacity: 0, display: "block" }), TweenMax.set($("#fvLink"), { opacity: 0, display: "block" }), TweenMax.set($("#header"), { opacity: 0, display: "block" })) } function I() { l && (x.visible = l.tgtVisible, x.position.x = 0, x.position.y = l.tgtPosition) } function B() { } function j() { v && (R.uniforms.bg_noise_w.value = v.bg_noise_w, R.uniforms.bg_noise_h.value = v.bg_noise_h, R.uniforms.bg_noise_tx.value = v.bg_noise_tx, R.uniforms.bg_noise_ty.value = v.bg_noise_ty, R.uniforms.bg_noise_tz.value = v.bg_noise_tz, R.uniforms.bg_noise_rx.value = v.bg_noise_rx, R.uniforms.bg_noise_ry.value = v.bg_noise_ry, R.uniforms.bg_noise_rz.value = v.bg_noise_rz, R.uniforms.bg_noise_alpha.value = v.bg_noise_alpha) } function D() { TweenMax.set($("#loading"), { opacity: 0, display: "none" }) } function N() { l.start = !1, function () { if (l.start) TweenMax.set(l, { transCount: 1 }), TweenMax.to(l, 1.2, { transCount: 0, delay: 0, ease: Quad.easeInOut }), l.textureNumber++, l.textureNumber > 3 && (l.textureNumber = 1), f.uniforms.textureNumber.value = l.textureNumber, TweenMax.set(f.uniforms.fade, { value: 0 }), TweenMax.to(f.uniforms.fade, 1.8, { value: 1, delay: .6, ease: Expo.easeOut }); else { TweenMax.set(l, { transCountStart: 0 }), TweenMax.to(l, .1, { transCountStart: 0, delay: 0, ease: Power4.easeIn }), G = x.position.x, k = x.position.y, q = x.position.z, TweenMax.set(l, { triRotation: 0 }), TweenMax.to(l, .5, { triRotation: .02, delay: 0, ease: Quad.easeInOut }); for (var e = 0; e < M; e++) { var n = H[e], o = 0 - n.cx, t = 0 - n.cy, a = 11 - .02 * Math.sqrt(o * o + t * t); n.vx = (2 * Math.random() - 1) / 10, n.vy = (2 * Math.random() - 1) / 10, n.vz = .7 * -a + .8 * (20 * Math.random() - 16) } } }(), TweenMax.to($("#fvAboutCopy"), 1.8, { opacity: 1, delay: 0, ease: Expo.easeOut }), TweenMax.to($("#fvScrollSign"), 1.8, { opacity: 1, delay: 0, ease: Expo.easeOut }), TweenMax.to($("#fvLink"), 1.8, { opacity: 1, delay: 0, ease: Expo.easeOut }), TweenMax.to($("#header"), 1.8, { opacity: 1, delay: 0, ease: Expo.easeOut }), TweenMax.to(l, 2, { maxSpeed: 3, delay: 1, ease: Quad.easeInOut }), TweenMax.to(b.material, 1, { opacity: .6, delay: 0, ease: Quad.easeInOut }), TweenMax.to(_.material, 1, { opacity: .6, delay: .4, ease: Quad.easeInOut }), TweenMax.to(z.material, 1, { opacity: .6, delay: .8, ease: Quad.easeInOut }), TweenMax.to(m.material, 1, { opacity: 1, delay: 0, ease: Quad.easeInOut }), m.renderOrder = 0, !1, TweenMax.delayedCall(10, L, []) } function L() { l.tgtMouse = !0, TweenMax.to(l, 2, { maxSpeed: 6, delay: 0, ease: Quad.easeInOut }) } !function (e) { var n; e(window).on("load", V), ((n = navigator.userAgent).indexOf("Android") > -1 || n.indexOf("iPhone") > -1 || n.indexOf("iPad") > -1) && (A = !0), A || e(window).resize(W), window.addEventListener("orientationchange", (function () { TweenMax.delayedCall(.1, W, []) })), e(window).on("load", P) }(jQuery); var G = 0, k = 0, q = 0; function U() { if (y.uniforms.time.value += .01, f.uniforms.time.value += 1e-4, R.uniforms.bg_time.value += .001, S += .01, l) { var e = Math.sin(l.tgtRotation / 180 * Math.PI), n = Math.cos(l.tgtRotation / 180 * Math.PI), t = x.position.x * n + x.position.y * e, a = x.position.x * -e + x.position.y * n; if (x.position.x = t, x.position.y = a, x.position.z = 500 * Math.sin(S) - 500, x.rotation.y += .1, l.move) { l.start || (G = x.position.x, k = x.position.y, q = x.position.z), l.tgtMouse && (G = 1440 * w.x, k = 810 * w.y, x.position.x = G, x.position.y = k); for (var r = 0; r < M; r++) { var i = H[r], c = Math.sin(i.rndR * l.triRotation), v = Math.
1cos(i.rndR * l.triRotation); l.start && (G = i.sx, k = i.sy, q = i.sz); var p = G - i.cx, m = k - i.cy, g = q - i.cz, b = Math.sqrt(p * p + m * m + g * g); if (l.start) { if (i.rndX > l.transCount) { i.vx = p * (.2 * i.rndX + .05), i.vy = m * (.2 * i.rndY + .05), i.vz = g * (.2 * i.rndZ + .05) } } else if (b < 600 || b > 1200) { if (l.boids) { for (var _, z = 0, E = 0, C = 0, T = 0, A = 1e4, P = 0, V = 0, O = 0, F = 0; F < M; F++)if (r !== F) { var I = H[F], B = i.cx - I.cx, j = i.cy - I.cy, $ = i.cz - I.cz, D = Math.sqrt(B * B + j * j + $ * $); D < A && (A = D, _ = I), D < l.boidsArea && (z++, E += I.vx, C += I.vy, T += I.vz, P += I.cx, V += I.cy, O += I.cz) } var N = i.cx - _.cx; N = N > 0 ? Math.max(100 - N, 0) : Math.min(-100 - N, 0); var L = i.cy - _.cy; L = L > 0 ? Math.max(100 - L, 0) : Math.min(-100 - L, 0); var Q = i.cz - _.cz; Q = Q > 0 ? Math.max(100 - Q, 0) : Math.min(-100 - Q, 0), i.vx += N * l.boidsSeparation, i.vy += L * l.boidsSeparation, i.vz += Q * l.boidsSeparation, z > 0 && (i.vx += E / z * l.boidsAlignment, i.vy += C / z * l.boidsAlignment, i.vz += T / z * l.boidsAlignment, i.vx += (P / z - i.cx) * l.boidsCohesion, i.vy += (V / z - i.cy) * l.boidsCohesion, i.vz += (O / z - i.cz) * l.boidsCohesion) } i.vx += p * l.chaseSpeed * i.rndX, i.vy += m * l.chaseSpeed * i.rndY, i.vz += g * l.chaseSpeed * (i.rndZ - .2) } var W = l.maxSpeed; i.vx = Math.min(Math.max(i.vx, -W), W), i.vy = Math.min(Math.max(i.vy, -W), W), i.vz = Math.min(Math.max(i.vz, -W), W); if (i.cx > 5e3 ? (i.cx = 5e3, i.vx = -50, i.vy = .2 * (0 - i.cy), i.vz = .2 * (0 - i.cz)) : i.cx < -5e3 && (i.cx = -5e3, i.vx = 50, i.vy = .2 * (0 - i.cy), i.vz = .2 * (0 - i.cz)), i.cy > 5e3 ? (i.cy = 5e3, i.vy = -50, i.vx = .02 * (0 - i.cx), i.vz = .02 * (0 - i.cz)) : i.cy < -5e3 && (i.cy = -5e3, i.vy = 50, i.vx = .02 * (0 - i.cx), i.vz = .02 * (0 - i.cz)), i.cz > 5e3 ? (i.cz = 5e3, i.vz = -50, i.vx = .02 * (0 - i.cx), i.vy = .02 * (0 - i.cy)) : i.cz < -5e3 && (i.cz = -5e3, i.vz = 50, i.vx = .02 * (0 - i.cx), i.vy = .02 * (0 - i.cy)), i.rndX > l.transCountStart) { i.cx += i.vx, i.cy += i.vy, i.cz += i.vz; for (F = 0; F < 3; F++) { var X = i["p" + (F + 1)]; if (l.start) X.rx += (X.srx - X.rx) * (.01 * i.rndX + .03), X.ry += (X.sry - X.ry) * (.01 * i.rndY + .03), X.rz += (X.srz - X.rz) * (.01 * i.rndZ + .03), X.x = i.cx + X.rx, X.y = i.cy + X.ry, X.z = i.cz + X.rz; else { var Y = X.rx * v + X.ry * c, Z = X.rx * -c + X.ry * v; X.rx = Y, X.ry = Z; Y = X.rx * v + X.rz * c; var J = X.rx * -c + X.rz * v; X.rx = Y, X.rz = J; Z = X.ry * v + X.rz * c, J = X.ry * -c + X.rz * v; X.ry = Z, X.rz = J, X.x = i.cx + X.rx, X.y = i.cy + X.ry, X.z = i.cz + X.rz } h.attributes.position.setX(3 * r + F, X.x), h.attributes.position.setY(3 * r + F, X.y), h.attributes.position.setZ(3 * r + F, X.z) } } } h.attributes.position.needsUpdate = !0, h.computeVertexNormals() } } void 0 !== s && s.update(), d.setClearColor(0, 0), d.render(u, o), requestAnimationFrame(U) } function Q(e) { e.preventDefault(), w.x = e.clientX / window.innerWidth * 2 - 1, w.y = -e.clientY / window.innerHeight * 2 + 1, f.uniforms.mouse.value = w } function W() { if (e = "pc" === window.AMUSE2020.layout && window.innerWidth < 1240 ? 1240 : window.innerWidth, n = "pc" === window.AMUSE2020.layout && window.innerHeight < 800 ? 800 : window.innerHeight, "pc" === window.AMUSE2020.layout && ($("#fvArea").css({ height: n + "px" }), $("#fvContainer").css({ height: n + "px" })), TweenMax.set($("#fvCanvas"), { width: e, height: n }), d) { d.setPixelRatio(1), d.setSize(e, n), o.aspect = e / n; var t = -(innerHeight - 10) / 2 / Math.tan(o.fov * Math.PI / 180 / 2); o.position.set(0, 0, -t); var a = e / 1440, r = n / 810, i = Math.max(a, r); u.scale.set(i, i, i), o.updateProjectionMatrix() } } }() }]);
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.