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dataPos[i] = x;
dataPos[i + 1] = y;
dataPos[i + 2] = z;
dataPos[i + 3] = Math.random();
pos[count * 3 + 0] = dataPos[i];
pos[count * 3 + 1] = dataPos[i + 1];
pos[count * 3 + 2] = dataPos[i + 2];
uvs[count * 2 + 0] = (count % width) / width;
uvs[count * 2 + 1] = Math.floor(count / width) / height;
size[count] = G.utils.random(0.5, 1);
}
const prim = G.Primitive.cube(1, 1, 1);
const geom = new G.Geometry(prim);
const uvvv = new Float32Array(prim.uvs.length);
for (let i = 0; i < prim.uvs.length * 2; i += 2)
{
uvvv[count * 2 + 0] = (count % width) / width;
uvvv[count * 2 + 1] = Math.floor(count / width) / height;
count++;
}
console.log(uvvv.length);
geom.addAttribute('cuvss', uvvv);
// console.log(this.sphere.geometry.positions._data.length);
// console.log(144/2);
// console.log(Math.pow(Math.floor(Math.log2(this.sphere.geometry.positions._data.length)),2));
gl_FragColor.rgb *= vec3(smoothstep(0.0, 1.0, shadow+0.65));
`,
},
}));
this.quad.scale.set(10);
// this.quad.scale.set(2);
this.quad.position.y = -4;
this.quad.rotation.x = Math.PI / 180 * -90;
this.scene.addChild(this.quad);
this.hitarea = new G.Mesh(new G.Geometry(G.Primitive.quad(1)), new G.BasicMaterial());
this.hitDetect = new G.HitDetect(this.hitarea, this.camera);
this.hitarea.scale.set(10);
// this.scene.addChild(this.hitarea);
}
render()
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
mat4.multiply(this.mvpDepth, biaMatrix, this.mvpDepth);
this.controls = new OrbitalCameraControl(this.camera, 20, window);
this.fbo = new G.FrameBuffer(gl, 1024, 1024 , { depth: true});
this.scene = new G.Object3D();
this.quad = new G.Mesh(new G.Geometry(G.Primitive.plane(10,10, 30, 30)), new G.BasicMaterial({
color: G.Utils.hexToRgb(colors[1]),
uniforms: {
uShadowMap: this.fbo.depth,
uShadowMatrix: this.mvpDepth,
},
fog: {
density:0.04,
gradient:2,
color:[0,0,0]
},
vertex: {
start: `
uniform mat4 uShadowMatrix;
varying vec4 vShadowCoord;
`,
0.5, 0.5, 0.5, 1.0
);
mat4.multiply(this.mvpDepth, biaMatrix, this.mvpDepth);
this.fbo = new G.FrameBuffer(gl, 1024, 1024, { depth: true });
this.fboHelper.attach(this.fbo.depth);
this.fboHelper.attach(this.fbo.colors);
this.scene = new G.Object3D();
const system = this.system = new System(256, this);
this.scene.addChild(system.mesh);
this.quad = new G.Mesh(new G.Geometry(G.Primitive.plane(20, 20, 20, 20)), new G.BasicMaterial({
color: G.Utils.hexToRgb('#ffffff'),
uniforms: {
uShadowMap: this.fbo.depth,
uShadowMatrix: this.mvpDepth,
},
fog: {
density: 0.02,
gradient: 2,
color: G.Utils.hexToRgb('#ffe1d9'),
},
vertex: {
start: `
uniform mat4 uShadowMatrix;
varying vec4 vShadowCoord;