分享一个赛车动画

news2024/10/6 20:33:08

先看效果(动画太大了放不上来,甘心去复制代码运行即可):在这里插入图片描述
再看代码:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>赛车</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }

        body {
            overflow: hidden;
            background: #000000;
        }

        .full-screen-3d-example {
            opacity: 0;
            transition: opacity 1s ease-out;
        }

        .full-screen-3d-example.-loaded {
            opacity: 1;
        }
    </style>
</head>
<body>
<div id='root' class='full-screen-3d-example'></div>

<script src='https://unpkg.com/three@0.146.0/build/three.min.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/postprocessing/EffectComposer.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/postprocessing/ShaderPass.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/shaders/CopyShader.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/postprocessing/RenderPass.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/shaders/LuminosityHighPassShader.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/postprocessing/UnrealBloomPass.js'></script>
<script src='https://unpkg.com/three@0.146.0/examples/js/objects/Reflector.js'></script>
</body>
<script>
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        return check;
    }

    const IS_MOBILE_DEVICE = isMobile();

    const FLAGS = Object.freeze({
        ENABLE_SHADOWS: !IS_MOBILE_DEVICE,
        ENABLE_BLOOM: !IS_MOBILE_DEVICE,
        ENABLE_NOISE: !IS_MOBILE_DEVICE });
    const COLOR_PALETTE = Object.freeze({
        black: 0x010101,
        white: 0xEEEEEE,
        color1: 0xF72585,
        color2: 0xB5179E,
        color3: 0x7209B7,
        color4: 0x560BAD,
        color5: 0x480CA8,
        color6: 0x3A0CA3,
        color7: 0x3F37C9,
        color8: 0x4361EE,
        color9: 0x4895EF,
        color10: 0x4CC9F0 });
    const COLOR_PALETTE_GLSL = Object.freeze({
        black: 'vec4(0.04, 0.04, 0.04, 1.0)',
        white: 'vec4(0.933, 0.933, 0.933, 1.0)',
        color1: 'vec4(0.969, 0.145, 0.522, 1.0)',
        color2: 'vec4(0.71, 0.09, 0.62, 1.0)',
        color3: 'vec4(0.447, 0.035, 0.718, 1.0)',
        color4: 'vec4(0.337, 0.043, 0.678, 1.0)',
        color5: 'vec4(0.282, 0.047, 0.659, 1.0)',
        color6: 'vec4(0.227, 0.047, 0.639, 1.0)',
        color7: 'vec4(0.247, 0.216, 0.788, 1.0)',
        color8: 'vec4(0.263, 0.38, 0.933, 1.0)',
        color9: 'vec4(0.282, 0.584, 0.937, 1.0)',
        color10: 'vec4(0.298, 0.788, 0.941, 1.0)' });
    class DefaultMaterial extends THREE.MeshStandardMaterial {
        constructor() {
            super({
                color: COLOR_PALETTE.white });

        }}
    class CarMaterial extends THREE.MeshStandardMaterial {
        constructor() {
            super({
                color: COLOR_PALETTE.black });
        }}
    
    class LightMaterial extends THREE.MeshStandardMaterial {
        constructor() {
            super({
                color: COLOR_PALETTE.color1 });
        }}
    
    class WheelMaterial extends THREE.MeshStandardMaterial {
        constructor() {
            super({
                color: COLOR_PALETTE.black });
        }}
    
    class MountainMaterial extends THREE.MeshBasicMaterial {
        constructor() {
            super({
                color: COLOR_PALETTE.black });
        }}
    
    class CustomMaterial extends THREE.MeshStandardMaterial {
        onBeforeCompile(shader) {
            shader.uniforms.uTime = { value: 0.0 };
            shader.vertexShader = shader.vertexShader.replace(
                '#include <uv_pars_vertex>',
                `varying vec2 vUv;
            uniform float uTime;`);
            shader.vertexShader = shader.vertexShader.replace(
                '#include <uv_vertex>',
                'vUv = uv;');
            shader.fragmentShader = shader.fragmentShader.replace(
                'varying vec3 vViewPosition;',
                `varying vec3 vViewPosition;
            varying vec2 vUv;
            uniform float uTime;`);
            this.userData.shader = shader;
        }}


    class CustomTransparentMaterial extends CustomMaterial {
        constructor() {
            super({
                transparent: true });
        }}
    
    class RoadMaterial extends CustomTransparentMaterial {
        onBeforeCompile(shader) {
            super.onBeforeCompile(shader);
            shader.fragmentShader = shader.fragmentShader.replace(
                '#include <map_fragment>',
                `
            diffuseColor = ${COLOR_PALETTE_GLSL.black};
            float width = 0.06;
            bool isInCenter = abs(0.5 - vUv.x) < (0.01 + width / 2.0);
            bool isInRoad = abs(0.5 - vUv.x) < (width / 2.0);
            if (isInCenter) {
                diffuseColor = ${COLOR_PALETTE_GLSL.color9};
            }
            if (isInRoad) {
                diffuseColor = ${COLOR_PALETTE_GLSL.black};
                diffuseColor.a = 0.8;
                bool isInLine = (abs(0.5 - vUv.x + width / 6.0) < 0.0003);
                bool isInDashedLine = (abs(0.5 - vUv.x - width / 6.0) < 0.0003)
                    && (sin(100.0 * vUv.y - 10.0 * uTime) > 0.3);
                if (isInLine || isInDashedLine) {
                    diffuseColor = ${COLOR_PALETTE_GLSL.color10};
                }
            }
            `);
            
            this.userData.shader = shader;
        }}
    
    class SunMaterial extends CustomTransparentMaterial {
        onBeforeCompile(shader) {
            super.onBeforeCompile(shader);
            shader.fragmentShader = shader.fragmentShader.replace(
                '#include <map_fragment>',
                `
            diffuseColor = vec4(0.0);
            bool isInSun = distance(vUv.xy, vec2(0.5, 0.5)) < 0.5;
            if (isInSun) {
                diffuseColor = ${COLOR_PALETTE_GLSL.color1};
                float delta = 0.2 * (1.0 - vUv.y);
                diffuseColor += vec4(delta, delta, 0.0, 0.0);
                bool isInLine = sin(100.0 * vUv.y) * vUv.y > 0.3;
                if (isInLine) {
                    diffuseColor = ${COLOR_PALETTE_GLSL.color3};
                }
            }
            `);
            
            this.userData.shader = shader;
        }}


    class BuildingMaterialA extends CustomMaterial {
        onBeforeCompile(shader) {
            super.onBeforeCompile(shader);
            shader.fragmentShader = shader.fragmentShader.replace(
                '#include <map_fragment>',
                `
            diffuseColor = ${COLOR_PALETTE_GLSL.black};
            bool isInWindow = vUv.y > 0.09
                && (sin(31.415 * (vUv.x - 0.05)) > 0.5)
                && (sin(100.0 * vUv.y) > 0.5);
            if (isInWindow) {
                diffuseColor = ${COLOR_PALETTE_GLSL.color7};
                if (vUv.x > 0.4 && vUv.x < 0.6) {
                    diffuseColor = ${COLOR_PALETTE_GLSL.color10};
                }
            }
            `);
            
            this.userData.shader = shader;
        }}


    class BuildingMaterialB extends CustomMaterial {
        onBeforeCompile(shader) {
            super.onBeforeCompile(shader);
            shader.fragmentShader = shader.fragmentShader.replace(
                '#include <map_fragment>',
                `
            diffuseColor = ${COLOR_PALETTE_GLSL.black};
            bool isInWindow = vUv.y > 0.1
                && vUv.y < 0.5
                && (sin(50.0 * 3.1415 * (vUv.x - 0.05)) > -0.8)
                && (sin(50.0 * vUv.y) > 0.5);
            if (isInWindow) {
                diffuseColor = ${COLOR_PALETTE_GLSL.color1};
                if (vUv.y < 0.3) {
                    diffuseColor = ${COLOR_PALETTE_GLSL.color4};
                }
            }
            `);
            
            this.userData.shader = shader;
        }}


    class BuildingMaterialC extends CustomMaterial {
        onBeforeCompile(shader) {
            super.onBeforeCompile(shader);
         
            shader.fragmentShader = shader.fragmentShader.replace(
                '#include <map_fragment>',
                `
            diffuseColor = ${COLOR_PALETTE_GLSL.black};
            bool isInWindow = vUv.y > 0.5
                && vUv.y < 0.8
                && (sin(5.0 * 3.1415 * (vUv.x - 0.05)) > -0.8)
                && (sin(50.0 * vUv.y) > 0.5);
            if (isInWindow) {
                diffuseColor = ${COLOR_PALETTE_GLSL.color9};
            }
            `);
            
            this.userData.shader = shader;
        }}


    class BuildingMaterialD extends CustomMaterial {
        onBeforeCompile(shader) {
            super.onBeforeCompile(shader);
            shader.fragmentShader = shader.fragmentShader.replace(
                '#include <map_fragment>',
                `
            diffuseColor = ${COLOR_PALETTE_GLSL.black};

            bool isInWindow = vUv.y > 0.1
                && (sin(50.0 * vUv.y) > -0.8);

            if (isInWindow) {
                diffuseColor = ${COLOR_PALETTE_GLSL.color5};
            }
            `);


            this.userData.shader = shader;
        }}


    class MaterialsLibrary {}_defineProperty(MaterialsLibrary, "default",
        new DefaultMaterial());_defineProperty(MaterialsLibrary, "road",
        new RoadMaterial());_defineProperty(MaterialsLibrary, "sun",
        new SunMaterial());_defineProperty(MaterialsLibrary, "mountain",
        new MountainMaterial());_defineProperty(MaterialsLibrary, "car",
        new CarMaterial());_defineProperty(MaterialsLibrary, "wheel",
        new WheelMaterial());_defineProperty(MaterialsLibrary, "light",
        new LightMaterial());_defineProperty(MaterialsLibrary, "buildingA",
        new BuildingMaterialA());_defineProperty(MaterialsLibrary, "buildingB",
        new BuildingMaterialB());_defineProperty(MaterialsLibrary, "buildingC",
        new BuildingMaterialC());_defineProperty(MaterialsLibrary, "buildingD",
        new BuildingMaterialD());


    class Road extends THREE.Group {
        constructor() {
            super();

            const geometry = new THREE.PlaneGeometry();
            const material = MaterialsLibrary.road;
            const road = new THREE.Mesh(geometry, material);

            road.scale.set(200, 200, 1);
            road.rotation.set(-Math.PI / 2, 0, 0);

            if (FLAGS.ENABLE_SHADOWS) {
                road.receiveShadow = true;
            }

            this.add(road);

            const reflector = new THREE.Reflector(
                new THREE.PlaneGeometry(10, 10),
                {
                    color: new THREE.Color(0x7f7f7f),
                    textureWidth: window.innerWidth * window.devicePixelRatio,
                    textureHeight: window.innerHeight * window.devicePixelRatio });



            reflector.position.set(0, -0.1, 0);
            reflector.scale.set(200, 200, 1);
            reflector.rotation.set(-Math.PI / 2, 0, 0);

            this.add(reflector);
        }}


    class Sun extends THREE.Group {
        constructor() {
            super();

            const geometry = new THREE.PlaneGeometry();
            const material = MaterialsLibrary.sun;
            const sun = new THREE.Mesh(geometry, material);

            sun.scale.set(50, 50, 1);

            this.add(sun);
        }}


    class Mountain extends THREE.Group {
        constructor() {
            super();

            const material = MaterialsLibrary.mountain;
            const shape = new THREE.Shape();

            shape.moveTo(0, 0);
            shape.lineTo(100, 0);
            shape.lineTo(100, 50);
            shape.lineTo(50, 10);
            shape.lineTo(20, 15);
            shape.lineTo(15, 5);
            shape.lineTo(10, 10);
            shape.lineTo(0, 0);
            shape.lineTo(-5, 3);
            shape.lineTo(-10, 10);
            shape.lineTo(-12, 8);
            shape.lineTo(-100, 50);
            shape.lineTo(-100, 0);
            shape.lineTo(0, 0);

            const geometry = new THREE.ExtrudeGeometry(shape);
            const mountain = new THREE.Mesh(geometry, material);

            this.add(mountain);
        }}


    class Car extends THREE.Group {
        constructor() {
            super();

            {
                const material = MaterialsLibrary.car;
                const shape = new THREE.Shape();

                shape.moveTo(0, 0);
                shape.lineTo(4, 0);
                shape.lineTo(3.8, 0.3);
                shape.lineTo(-0.1, 0.7);
                shape.lineTo(0, 0);

                const geometry = new THREE.ExtrudeGeometry(shape, {
                    depth: 1.5,
                    bevelThickness: 0.2 });


                const body = new THREE.Mesh(geometry, material);

                body.position.set(0, 0.3, 0);

                this.add(body);
            }

            {
                const material = MaterialsLibrary.car;
                const geometry = new THREE.CylinderGeometry(0.6, 1.2, 0.5, 4);
                const roof = new THREE.Mesh(geometry, material);

                roof.position.set(1.5, 1, 0.8);
                roof.rotation.set(0, Math.PI / 4, 0);

                this.add(roof);
            }

            {
                const material = MaterialsLibrary.light;
                const geometry = new THREE.CylinderGeometry(0.1, 0.1, 0.1, 12);
                const light1 = new THREE.Mesh(geometry, material);

                light1.position.set(-0.2, 0.9, 0);
                light1.rotation.set(0, 0, Math.PI / 2);

                this.add(light1);

                const light2 = new THREE.Mesh(geometry, material);

                light2.position.set(-0.2, 0.9, 0.3);
                light2.rotation.set(0, 0, Math.PI / 2);

                this.add(light2);

                const light3 = new THREE.Mesh(geometry, material);

                light3.position.set(-0.2, 0.9, 1.2);
                light3.rotation.set(0, 0, Math.PI / 2);

                this.add(light3);

                const light4 = new THREE.Mesh(geometry, material);

                light4.position.set(-0.2, 0.9, 1.5);
                light4.rotation.set(0, 0, Math.PI / 2);

                this.add(light4);
            }

            {
                const material = MaterialsLibrary.wheel;

                const geometry = new THREE.CylinderGeometry(1, 1, 1, 12);
                const wheel1 = new THREE.Mesh(geometry, material);

                wheel1.scale.set(0.33, 2, 0.33);
                wheel1.position.set(3, 0.33, 0.75);
                wheel1.rotation.set(Math.PI / 2, 0, 0);

                this.add(wheel1);

                const wheel2 = new THREE.Mesh(geometry, material);

                wheel2.scale.set(0.33, 2, 0.33);
                wheel2.position.set(0.7, 0.33, 0.75);
                wheel2.rotation.set(Math.PI / 2, 0, 0);

                this.add(wheel2);
            }
        }}


    class BuildingA extends THREE.Group {
        constructor() {
            super();

            const material = MaterialsLibrary.buildingA;
            const geometry = new THREE.BoxGeometry();
            const building = new THREE.Mesh(geometry, material);

            building.scale.set(10, 15, 10);
            building.position.set(0, -3, 0);

            if (FLAGS.ENABLE_SHADOWS) {
                building.castShadow = true;
            }

            this.add(building);

            const roofGeometry = new THREE.ConeGeometry(5, 15, 7);
            const roof = new THREE.Mesh(roofGeometry, material);

            roof.position.set(0, 5, 0);

            this.add(roof);
        }}


    class BuildingB extends THREE.Group {
        constructor() {
            super();

            const material = MaterialsLibrary.buildingB;
            const geometry = new THREE.CylinderGeometry();
            const building = new THREE.Mesh(geometry, material);

            building.scale.set(5, 15, 5);
            building.position.set(0, -3, 0);

            if (FLAGS.ENABLE_SHADOWS) {
                building.castShadow = true;
            }

            this.add(building);

            const roofGeometry = new THREE.SphereGeometry(7);
            const roof = new THREE.Mesh(roofGeometry, material);

            roof.position.set(0, 2, 0);
            roof.rotation.set(0, 0.3, 0);

            this.add(roof);
        }}


    class BuildingC extends THREE.Group {
        constructor() {
            super();

            const material = MaterialsLibrary.buildingC;
            const geometry = new THREE.BoxGeometry();
            const building = new THREE.Mesh(geometry, material);

            building.scale.set(5, 5, 5);
            building.position.set(0, -8, 0);

            if (FLAGS.ENABLE_SHADOWS) {
                building.castShadow = true;
            }

            this.add(building);
        }}


    class BuildingD extends THREE.Group {
        constructor() {
            super();

            const material = MaterialsLibrary.buildingD;
            const geometry = new THREE.ConeGeometry(1, 1, 3);
            const building = new THREE.Mesh(geometry, material);

            building.scale.set(5, 20, 5);
            building.rotation.set(0, 1, 0);

            if (FLAGS.ENABLE_SHADOWS) {
                building.castShadow = true;
            }

            this.add(building);
        }}var _initBuilding = new WeakSet();


    class City extends THREE.Group {

        constructor() {
            super();_initBuilding.add(this);

            for (let z = 0; z < 200; z += 20) {
                for (let x = 70; x >= 10; x -= 20) {
                    _classPrivateMethodGet(this, _initBuilding, _initBuilding2).call(this, x, z);
                }

                for (let x = 120; x <= 180; x += 20) {
                    _classPrivateMethodGet(this, _initBuilding, _initBuilding2).call(this, x, z);
                }
            }
        }
  update() {
            this.children.forEach(building => {
                const { x, z } = building.position;

                let newZ = z - 0.5;

                if (newZ < 0) {
                    newZ = 200;
                }

                const y = newZ <= 150 ? 10 : 10 + 20 * ((150 - newZ) / 50);

                building.position.set(x, y, newZ);
            });
        }}var _getRandomBuilding = function _getRandomBuilding() {const choice = Math.random();if (choice < 0.2) {return new BuildingA();}if (choice < 0.3) {return new BuildingB();}if (choice < 0.9) {return new BuildingC();}return new BuildingD();};var _initBuilding2 = function _initBuilding2(x, z) {const building = _classStaticPrivateMethodGet(City, City, _getRandomBuilding).call(City);building.position.set(x, 20 / 2, z);this.add(building);};


    class Stars extends THREE.Group {
        constructor() {
            super();

            const geometry = new THREE.SphereGeometry();
            const material = MaterialsLibrary.light;

            for (let x = -300; x < 300; x += 30) {
                for (let y = 0; y < 300; y += 30) {
                    const star = new THREE.Mesh(geometry, material);

                    const dx = 25 * Math.random();
                    const dy = 25 * Math.random();
                    const s = Math.random();

                    star.scale.set(s, s, s);
                    star.position.set(x + dx, y + dy, 0);

                    this.add(star);
                }
            }
        }}


    class ObjectsLibrary {}_defineProperty(ObjectsLibrary, "road",
        new Road());_defineProperty(ObjectsLibrary, "sun",
        new Sun());_defineProperty(ObjectsLibrary, "mountain",
        new Mountain());_defineProperty(ObjectsLibrary, "car",
        new Car());_defineProperty(ObjectsLibrary, "city",
        new City());_defineProperty(ObjectsLibrary, "stars",
        new Stars());var _savedObjects = new WeakMap();var _initObjects = new WeakSet();var _initLights = new WeakSet();


    class SandboxWorld extends THREE.Group {


        constructor() {
            super();_initLights.add(this);_initObjects.add(this);_savedObjects.set(this, { writable: true, value: void 0 });

            _classPrivateMethodGet(this, _initObjects, _initObjects2).call(this);
            _classPrivateMethodGet(this, _initLights, _initLights2).call(this);
        }

        update() {
            const t = performance.now() / 1000;

            _classPrivateFieldGet(this, _savedObjects).car.position.set(0.7 + 0.2 * Math.sin(t), 0, 10);

            _classPrivateFieldGet(this, _savedObjects).city.update();
        }}var _initObjects2 = function _initObjects2() {const { road, car, sun, city, mountain, stars } = ObjectsLibrary;road.position.set(0, 0, 100);sun.position.set(0, 10, 200);sun.rotation.set(-Math.PI, 0, 0);city.position.set(-100, 0, 0);mountain.position.set(0, 0, 200);car.position.set(0.7, 0, 10);car.rotation.set(0, -Math.PI / 2, 0);stars.position.set(0, 0, 250);this.add(road);this.add(sun);this.add(car);this.add(city);this.add(mountain);this.add(stars);_classPrivateFieldSet(this, _savedObjects, { car, city });};var _initLights2 = function _initLights2() {const ambient = new THREE.AmbientLight({ color: COLOR_PALETTE.color3, intensity: 0.1 });this.add(ambient);const point = new THREE.PointLight({ color: COLOR_PALETTE.color1, intensity: 5, decay: 0.5, distance: 300 });point.position.set(0, 30, 180);if (FLAGS.ENABLE_SHADOWS) {point.castShadow = true;}this.add(point);};var _root = new WeakMap();var _frameRequestId = new WeakMap();var _scene = new WeakMap();var _world = new WeakMap();var _camera = new WeakMap();var _cameraData = new WeakMap();var _renderer = new WeakMap();var _composer = new WeakMap();var _initScene = new WeakSet();var _initObjects3 = new WeakSet();var _initCamera = new WeakSet();var _initRenderer = new WeakSet();var _initComposer = new WeakSet();var _initRenderPass = new WeakSet();var _initBloomPass = new WeakSet();var _initShaderPass = new WeakSet();var _initEventListeners = new WeakSet();var _onWindowResize = new WeakSet();var _onMouseMove = new WeakSet();var _updateEverything = new WeakSet();var _render = new WeakSet();


    class FullScreen3DExample {
        constructor(root) {_render.add(this);_updateEverything.add(this);_onMouseMove.add(this);_onWindowResize.add(this);_initEventListeners.add(this);_initShaderPass.add(this);_initBloomPass.add(this);_initRenderPass.add(this);_initComposer.add(this);_initRenderer.add(this);_initCamera.add(this);_initObjects3.add(this);_initScene.add(this);_root.set(this, { writable: true, value: void 0 });_frameRequestId.set(this, { writable: true, value: void 0 });_scene.set(this, { writable: true, value: void 0 });_world.set(this, { writable: true, value: void 0 });_camera.set(this, { writable: true, value: void 0 });_cameraData.set(this, { writable: true, value: void 0 });_renderer.set(this, { writable: true, value: void 0 });_composer.set(this, { writable: true, value: void 0 });
            _classPrivateFieldSet(this, _root, root);
            _classPrivateFieldGet(this, _root).classList.add(FullScreen3DExample.CSS_ROOT);
            _classPrivateMethodGet(this, _initScene, _initScene2).call(this);
            _classPrivateMethodGet(this, _initObjects3, _initObjects4).call(this);
            _classPrivateMethodGet(this, _initCamera, _initCamera2).call(this);
            _classPrivateMethodGet(this, _initRenderer, _initRenderer2).call(this);
            _classPrivateMethodGet(this, _initComposer, _initComposer2).call(this);
            _classPrivateMethodGet(this, _initEventListeners, _initEventListeners2).call(this);
            _classPrivateMethodGet(this, _onWindowResize, _onWindowResize2).call(this);
            _classPrivateFieldGet(this, _root).classList.add(FullScreen3DExample.CSS_ROOT_LOADED_VARIANT);
            _classPrivateMethodGet(this, _render, _render2).call(this);
        }
      start() {
            _classPrivateMethodGet(this, _render, _render2).call(this);

            _classPrivateFieldSet(this, _frameRequestId, requestAnimationFrame(this.start.bind(this)));
        }

        stop() {
            cancelAnimationFrame(_classPrivateFieldGet(this, _frameRequestId));
        }}_defineProperty(FullScreen3DExample, "CSS_ROOT", 'full-screen-3d-example');_defineProperty(FullScreen3DExample, "CSS_ROOT_LOADED_VARIANT", '-loaded');var _initScene2 = function _initScene2() {_classPrivateFieldSet(this, _scene, new THREE.Scene());};var _initObjects4 = function _initObjects4() {_classPrivateFieldSet(this, _world, new SandboxWorld());_classPrivateFieldGet(this, _scene).add(_classPrivateFieldGet(this, _world));};var _initCamera2 = function _initCamera2() {const fov = 45;const aspect = window.innerWidth / window.innerHeight;const near = 1;const far = 1000;_classPrivateFieldSet(this, _camera, new THREE.PerspectiveCamera(fov, aspect, near, far));_classPrivateFieldGet(this, _camera).position.set(0, 2, 1);_classPrivateFieldGet(this, _camera).lookAt(0, 0, 200);_classPrivateFieldGet(this, _camera).updateProjectionMatrix();_classPrivateFieldSet(this, _cameraData, { positionX: 0, positionY: 2 });};var _initRenderer2 = function _initRenderer2() {const clearColor = COLOR_PALETTE.black;const clearColorAlpha = 1;_classPrivateFieldSet(this, _renderer, new THREE.WebGLRenderer({ alpha: true, logarithmicDepthBuffer: true }));_classPrivateFieldGet(this, _renderer).setClearColor(clearColor, clearColorAlpha);_classPrivateFieldGet(this, _renderer).setPixelRatio(window.devicePixelRatio);if (FLAGS.ENABLE_SHADOWS) {_classPrivateFieldGet(this, _renderer).shadowMap.enabled = true;_classPrivateFieldGet(this, _renderer).shadowMap.type = THREE.PCFSoftShadowMap;}_classPrivateFieldGet(this, _root).appendChild(_classPrivateFieldGet(this, _renderer).domElement);};var _initComposer2 = function _initComposer2() {const width = window.innerWidth;const height = window.innerHeight;_classPrivateFieldSet(this, _composer, new THREE.EffectComposer(_classPrivateFieldGet(this, _renderer)));_classPrivateFieldGet(this, _composer).setSize(width, height);_classPrivateMethodGet(this, _initRenderPass, _initRenderPass2).call(this);if (FLAGS.ENABLE_BLOOM) {_classPrivateMethodGet(this, _initBloomPass, _initBloomPass2).call(this);}if (FLAGS.ENABLE_NOISE) {_classPrivateMethodGet(this, _initShaderPass, _initShaderPass2).call(this);}};var _initRenderPass2 = function _initRenderPass2() {const renderPass = new THREE.RenderPass(_classPrivateFieldGet(this, _scene), _classPrivateFieldGet(this, _camera));_classPrivateFieldGet(this, _composer).addPass(renderPass);};var _initBloomPass2 = function _initBloomPass2() {const width = window.innerWidth;const height = window.innerHeight;const resolution = new THREE.Vector2(width, height);const strength = 0.8;const radius = 0.5;const threshold = 0.1;const bloomPass = new THREE.UnrealBloomPass(resolution, strength, radius, threshold);_classPrivateFieldGet(this, _composer).addPass(bloomPass);};var _initShaderPass2 = function _initShaderPass2() {const pass = new THREE.ShaderPass({ uniforms: { tDiffuse: { type: 't', value: null }, uTime: { value: 1 } }, vertexShader: `
                varying vec2 vUv;

                void main() {
                    vUv = uv;

                    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
                }`, fragmentShader: `
                uniform float uTime;
                uniform sampler2D tDiffuse;

                varying vec2 vUv;

                float rand(vec2 seed);
                float noise(vec2 position);

                void main() {
                    vec4 color = texture2D(tDiffuse, vUv);

                    float d = 0.05 * noise(50.0 * (100.0 * uTime + vec2(vUv.x, 20.0 * vUv.y)));

                    color = vec4(color.r - d, color.g - d, color.b - d, 1.0);

                    gl_FragColor = color;
                }

                float rand(vec2 seed) {
                    return fract(sin(dot(seed, vec2(12.9898,78.233))) * 43758.5453123);
                }

                float noise(vec2 position) {
                    vec2 blockPosition = floor(position);

                    float topLeftValue     = rand(blockPosition);
                    float topRightValue    = rand(blockPosition + vec2(1.0, 0.0));
                    float bottomLeftValue  = rand(blockPosition + vec2(0.0, 1.0));
                    float bottomRightValue = rand(blockPosition + vec2(1.0, 1.0));

                    vec2 computedValue = smoothstep(0.0, 1.0, fract(position));

                    return mix(topLeftValue, topRightValue, computedValue.x)
                        + (bottomLeftValue  - topLeftValue)  * computedValue.y * (1.0 - computedValue.x)
                        + (bottomRightValue - topRightValue) * computedValue.x * computedValue.y;
                }
            ` });pass.renderToScreen = true;_classPrivateFieldGet(this, _composer).addPass(pass);};var _initEventListeners2 = function _initEventListeners2() {window.addEventListener('resize', _classPrivateMethodGet(this, _onWindowResize, _onWindowResize2).bind(this));document.addEventListener('mousemove', _classPrivateMethodGet(this, _onMouseMove, _onMouseMove2).bind(this));};var _onWindowResize2 = function _onWindowResize2() {const width = window.innerWidth;const height = window.innerHeight;_classPrivateFieldGet(this, _camera).aspect = width / height;_classPrivateFieldGet(this, _camera).updateProjectionMatrix();_classPrivateFieldGet(this, _renderer).setSize(width, height);_classPrivateFieldGet(this, _composer).setSize(width, height);};var _onMouseMove2 = function _onMouseMove2(e) {_classPrivateFieldGet(this, _cameraData).positionX = 5 * (window.innerWidth / 2 - e.clientX) / window.innerWidth;_classPrivateFieldGet(this, _cameraData).positionY = 2 + 0.5 * (window.innerHeight / 2 - e.clientY) / window.innerHeight;};var _updateEverything2 = function _updateEverything2() {const t = performance.now() / 1000;_classPrivateFieldGet(this, _world).update();_classPrivateFieldGet(this, _scene).traverse(child => {if (child.isMesh) {const { shader } = child.material.userData;if (shader) {shader.uniforms.uTime.value = t;}}});_classPrivateFieldGet(this, _composer).passes.forEach(pass => {if (pass instanceof THREE.ShaderPass) {
        pass.uniforms.uTime.value = t % 10;}});{const x = _classPrivateFieldGet(this, _cameraData).positionX + 0.3 * (Math.sin(0.1 * t) + Math.sin(0.05 * t));const y = _classPrivateFieldGet(this, _cameraData).positionY + 0.3 * Math.cos(0.3 * t);_classPrivateFieldGet(this, _camera).position.set(x, y, 1);_classPrivateFieldGet(this, _camera).updateProjectionMatrix();}};var _render2 = function _render2() {_classPrivateMethodGet(this, _updateEverything, _updateEverything2).call(this);_classPrivateFieldGet(this, _composer).render(_classPrivateFieldGet(this, _scene), _classPrivateFieldGet(this, _camera));};function main() {const root = document.getElementById('root');const example = new FullScreen3DExample(root);example.start();}document.addEventListener('DOMContentLoaded', main);
</script>
</html>

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