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// from https://mameson.com/experiment/glsl/proven_2/proven_2.html | |
function mm_hash12( iw){ //★ x, y とも 0〜2,000,000 の整数入力。 | |
const w = iw.mul( 0.000303) //★ 入力の 6 ケタとも活かす。 | |
.add( fract( iw.mul( 0.707))); //★ 入力の上位ケタは捨てて下位ケタ拾い上げ。 | |
const a = w.x.add( w.y.mul( 0.3)); //★ 斜めにする。 | |
//★ 最近気に入っているフェイク sin。 | |
a.assign( fract( a)); | |
a.assign( a.sub( a.mul( a))); |
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const rotate2D = Fn(({pos,angle})=>{ | |
const s = sin(angle); | |
const c = cos(angle); | |
const m = mat2(c, s, s.mul(-1), c); | |
return m.mul(pos); | |
}) | |
const rotate3D = Fn(({pos,axis,angle})=>{ | |
const axisNorm = normalize(axis); | |
const s = sin(angle); |
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import * as THREE from "three/webgpu"; | |
import { | |
Fn, | |
positionLocal, | |
sin, | |
positionWorld | |
} from "three/tsl"; | |
import { OrbitControls } from "three/examples/jsm/Addons.js"; | |
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#define PI 3.1415926538 | |
const float EPS = 0.001; | |
vec4 mod289(vec4 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
float mod289(float x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) { |
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float fixedpow(float a, float x) | |
{ | |
return pow(abs(a), x) * sign(a); | |
} | |
float cbrt(float a) | |
{ | |
return fixedpow(a, 0.3333333333); | |
} |
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// | |
// GLSL textureless classic 3D noise "cnoise", | |
// with an RSL-style periodic variant "pnoise". | |
// Author: Stefan Gustavson ([email protected]) | |
// Version: 2011-10-11 | |
// | |
// Many thanks to Ian McEwan of Ashima Arts for the | |
// ideas for permutation and gradient selection. | |
// | |
// Copyright (c) 2011 Stefan Gustavson. All rights reserved. |
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move(orientation, position) { | |
this.isAnimated = true; | |
let temp = new THREE.Vector3(); | |
let start = new THREE.Spherical().setFromVector3(this.camera.position); | |
let finish = new THREE.Spherical().setFromVector3(position); | |
if(Math.abs(start.theta-finish.theta)>Math.PI){ | |
if( Math.abs(start.theta-finish.theta - 2*Math.PI) <Math.abs(start.theta-finish.theta + 2*Math.PI)){ | |
finish.theta +=2*Math.PI | |
} else{ | |
finish.theta -=2*Math.PI |
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import gsap from "gsap"; | |
move(orientation, position) { | |
this.isAnimated = true; | |
let temp = new THREE.Vector3(); | |
let start = new THREE.Spherical().setFromVector3(this.camera.position); | |
let finish = new THREE.Spherical().setFromVector3(position); | |
gsap.to(this.controls.target, { | |
duration: 2, |
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I am attesting that this GitHub handle akella is linked to the Tezos account tz1TyhGTFiCSAS4XXGr21YfDgp37hYVY4x26 for tzprofiles | |
sig:edsigu3GfoE8g8sKtpjD2mjQkr1uKWUan5rgB94nUL6dHksWbsDUjabDWRbTR33DEGRq2BpBvCetJQHxmLFoz41JLuFZiLxp2qV |
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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Document</title> | |
<style> | |
canvas{ | |
border: 1px solid #000; |
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