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@@ -1,361 +0,0 @@
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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 - raymarching - reflect</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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- <style type="text/css">
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- html, body {
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- height: 100%;
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- }
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- #container {
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- width: 100%;
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- height: 100%;
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- display: flex;
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- align-items: center;
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- justify-content: center;
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- }
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- </style>
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- </head>
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- <body>
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-
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- <div id="info">
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- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl raymarching example<br/>
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- reflect by <a href="https://github.com/gam0022" target="_blank" rel="noopener">gam0022</a> (<a href="http://qiita.com/gam0022/items/03699a07e4a4b5f2d41f" target="_blank" rel="noopener">article</a>)
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- </div>
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- <div id="container">
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- <canvas id="canvas"></canvas>
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- </div>
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-
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- <script id="fragment_shader" type="x-shader/x-fragment">
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-
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- precision highp float;
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-
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- uniform vec2 resolution;
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-
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- uniform mat4 viewMatrix;
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- uniform vec3 cameraPosition;
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-
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- uniform mat4 cameraWorldMatrix;
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- uniform mat4 cameraProjectionMatrixInverse;
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-
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- const float EPS = 0.01;
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- const float OFFSET = EPS * 100.0;
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- const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
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-
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- // distance functions
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- vec3 opRep( vec3 p, float interval ) {
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-
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- vec2 q = mod( p.xz, interval ) - interval * 0.5;
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- return vec3( q.x, p.y, q.y );
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-
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- }
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-
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- float sphereDist( vec3 p, float r ) {
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-
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- return length( opRep( p, 3.0 ) ) - r;
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-
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- }
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-
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- float floorDist( vec3 p ){
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-
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- return dot(p, vec3( 0.0, 1.0, 0.0 ) ) + 1.0;
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-
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- }
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-
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- vec4 minVec4( vec4 a, vec4 b ) {
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-
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- return ( a.a < b.a ) ? a : b;
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-
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- }
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-
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- float checkeredPattern( vec3 p ) {
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-
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- float u = 1.0 - floor( mod( p.x, 2.0 ) );
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- float v = 1.0 - floor( mod( p.z, 2.0 ) );
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-
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- if ( ( u == 1.0 && v < 1.0 ) || ( u < 1.0 && v == 1.0 ) ) {
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-
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- return 0.2;
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-
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- } else {
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-
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- return 1.0;
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-
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- }
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-
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- }
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-
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- vec3 hsv2rgb( vec3 c ) {
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-
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- vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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- vec3 p = abs( fract( c.xxx + K.xyz ) * 6.0 - K.www );
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- return c.z * mix( K.xxx, clamp( p - K.xxx, 0.0, 1.0 ), c.y );
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-
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- }
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-
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- float sceneDist( vec3 p ) {
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-
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- return min(
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- sphereDist( p, 1.0 ),
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- floorDist( p )
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- );
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-
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- }
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-
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- vec4 sceneColor( vec3 p ) {
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-
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- return minVec4(
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- // 3 * 6 / 2 = 9
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- vec4( hsv2rgb(vec3( ( p.z + p.x ) / 9.0, 1.0, 1.0 ) ), sphereDist( p, 1.0 ) ),
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- vec4( vec3( 0.5 ) * checkeredPattern( p ), floorDist( p ) )
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- );
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-
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- }
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-
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- vec3 getNormal( vec3 p ) {
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-
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- return normalize(vec3(
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- sceneDist(p + vec3( EPS, 0.0, 0.0 ) ) - sceneDist(p + vec3( -EPS, 0.0, 0.0 ) ),
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- sceneDist(p + vec3( 0.0, EPS, 0.0 ) ) - sceneDist(p + vec3( 0.0, -EPS, 0.0 ) ),
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- sceneDist(p + vec3( 0.0, 0.0, EPS ) ) - sceneDist(p + vec3( 0.0, 0.0, -EPS ) )
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- ));
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-
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- }
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-
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- float getShadow( vec3 ro, vec3 rd ) {
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-
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- float h = 0.0;
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- float c = 0.0;
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- float r = 1.0;
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- float shadowCoef = 0.5;
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-
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- for ( float t = 0.0; t < 50.0; t++ ) {
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-
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- h = sceneDist( ro + rd * c );
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-
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- if ( h < EPS ) return shadowCoef;
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-
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- r = min( r, h * 16.0 / c );
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- c += h;
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-
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- }
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-
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- return 1.0 - shadowCoef + r * shadowCoef;
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-
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- }
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-
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- vec3 getRayColor( vec3 origin, vec3 ray, out vec3 pos, out vec3 normal, out bool hit ) {
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-
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- // marching loop
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- float dist;
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- float depth = 0.0;
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- pos = origin;
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-
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- for ( int i = 0; i < 64; i++ ){
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-
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- dist = sceneDist( pos );
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- depth += dist;
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- pos = origin + depth * ray;
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-
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- if ( abs(dist) < EPS ) break;
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-
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- }
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-
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- // hit check and calc color
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- vec3 color;
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-
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- if ( abs(dist) < EPS ) {
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-
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- normal = getNormal( pos );
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- float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
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- float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
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- float shadow = getShadow( pos + normal * OFFSET, lightDir );
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- color = ( sceneColor( pos ).rgb * diffuse + vec3( 0.8 ) * specular ) * max( 0.5, shadow );
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-
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- hit = true;
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-
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- } else {
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-
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- color = vec3( 0.0 );
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-
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- }
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-
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- return color - pow( clamp( 0.05 * depth, 0.0, 0.6 ), 2.0 );
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-
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- }
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-
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- void main(void) {
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-
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- // screen position
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- vec2 screenPos = ( gl_FragCoord.xy * 2.0 - resolution ) / resolution;
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-
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- // ray direction in normalized device coordinate
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- vec4 ndcRay = vec4( screenPos.xy, 1.0, 1.0 );
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-
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- // convert ray direction from normalized device coordinate to world coordinate
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- vec3 ray = ( cameraWorldMatrix * cameraProjectionMatrixInverse * ndcRay ).xyz;
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- ray = normalize( ray );
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-
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- // camera position
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- vec3 cPos = cameraPosition;
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-
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- // cast ray
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- vec3 color = vec3( 0.0 );
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- vec3 pos, normal;
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- bool hit;
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- float alpha = 1.0;
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-
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- for ( int i = 0; i < 3; i++ ) {
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-
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- color += alpha * getRayColor( cPos, ray, pos, normal, hit );
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- alpha *= 0.3;
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- ray = normalize( reflect( ray, normal ) );
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- cPos = pos + normal * OFFSET;
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-
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- if ( !hit ) break;
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-
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- }
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-
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- gl_FragColor = vec4( color, 1.0 );
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-
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- }
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-
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- </script>
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-
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- <script id="vertex_shader" type="x-shader/x-vertex">
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-
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- attribute vec3 position;
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-
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- void main(void) {
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-
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- gl_Position = vec4(position, 1.0);
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-
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- }
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-
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- </script>
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-
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- <script type="importmap">
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- {
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- "imports": {
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- "three": "../build/three.module.js",
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- "three/addons/": "./jsm/"
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- }
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- }
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- </script>
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-
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- <script type="module">
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-
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- import * as THREE from 'three';
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-
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- import Stats from 'three/addons/libs/stats.module.js';
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- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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-
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- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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-
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- let dolly, camera, scene, renderer;
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- let geometry, material, mesh;
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- let stats, clock;
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-
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- const canvas = document.querySelector( '#canvas' );
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-
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- const config = {
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- saveImage: function () {
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-
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- renderer.render( scene, camera );
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- window.open( canvas.toDataURL() );
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-
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- },
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- resolution: '512'
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- };
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-
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- init();
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-
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- function init() {
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-
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- renderer = new THREE.WebGLRenderer( { canvas: canvas } );
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( parseInt( config.resolution ), parseInt( config.resolution ) );
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- renderer.setAnimationLoop( animate );
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-
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- window.addEventListener( 'resize', onWindowResize );
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-
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- // THREE.Scene
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- scene = new THREE.Scene();
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-
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- dolly = new THREE.Group();
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- scene.add( dolly );
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-
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- clock = new THREE.Clock();
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-
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- camera = new THREE.PerspectiveCamera( 60, canvas.width / canvas.height, 1, 2000 );
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- camera.position.z = 4;
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- dolly.add( camera );
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-
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- geometry = new THREE.PlaneGeometry( 2.0, 2.0 );
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- material = new THREE.RawShaderMaterial( {
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- uniforms: {
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- resolution: { value: new THREE.Vector2( canvas.width, canvas.height ) },
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- cameraWorldMatrix: { value: camera.matrixWorld },
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- cameraProjectionMatrixInverse: { value: camera.projectionMatrixInverse.clone() }
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- },
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- vertexShader: document.getElementById( 'vertex_shader' ).textContent,
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- fragmentShader: document.getElementById( 'fragment_shader' ).textContent
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- } );
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- mesh = new THREE.Mesh( geometry, material );
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- mesh.frustumCulled = false;
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- scene.add( mesh );
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-
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- // Controls
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- const controls = new OrbitControls( camera, canvas );
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- controls.enableZoom = false;
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-
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- // GUI
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- const gui = new GUI();
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- gui.add( config, 'saveImage' ).name( 'Save Image' );
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- gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( onWindowResize );
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-
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- stats = new Stats();
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- document.body.appendChild( stats.dom );
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-
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- }
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-
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- function onWindowResize() {
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-
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- if ( config.resolution === 'full' ) {
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-
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- renderer.setSize( window.innerWidth, window.innerHeight );
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-
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- } else {
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-
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- renderer.setSize( parseInt( config.resolution ), parseInt( config.resolution ) );
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-
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- }
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-
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- camera.aspect = canvas.width / canvas.height;
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- camera.updateProjectionMatrix();
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-
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- material.uniforms.resolution.value.set( canvas.width, canvas.height );
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- material.uniforms.cameraProjectionMatrixInverse.value.copy( camera.projectionMatrixInverse );
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-
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- }
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-
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- function animate() {
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-
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- stats.begin();
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-
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- const elapsedTime = clock.getElapsedTime();
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-
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- dolly.position.z = - elapsedTime;
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-
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- renderer.render( scene, camera );
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-
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- stats.end();
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-
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- }
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-
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- </script>
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-
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- </body>
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-</html>
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