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2024-07-17 19:47| 来源: 网络整理| 查看: 265

(只是略作修改,不是原创,直接复制到记事本然后将文件后缀改为.html就行了【这段不要复制了】)

    樱花雨           body {     padding:0;     margin:0;     overflow:hidden;     height: 600px; } canvas {     padding:0;     margin:0; } div.btnbg {     position:fixed;     left:0;     top:0; }  

 

uniform mat4 uProjection; uniform mat4 uModelview; uniform vec3 uResolution; uniform vec3 uOffset; uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition; attribute vec3 aEuler; attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition; varying float psize; varying float palpha; varying float pdist;

varying vec3 normX; varying vec3 normY; varying vec3 normZ; varying vec3 normal;

varying float diffuse; varying float specular; varying float rstop; varying float distancefade;

void main(void) {     vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);     gl_Position = uProjection * pos;     gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;          pposition = pos.xyz;     psize = aMisc.x;     pdist = length(pos.xyz);     palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);          vec3 elrsn = sin(aEuler);     vec3 elrcs = cos(aEuler);     mat3 rotx = mat3(         1.0, 0.0, 0.0,         0.0, elrcs.x, elrsn.x,         0.0, -elrsn.x, elrcs.x     );     mat3 roty = mat3(         elrcs.y, 0.0, -elrsn.y,         0.0, 1.0, 0.0,         elrsn.y, 0.0, elrcs.y     );     mat3 rotz = mat3(         elrcs.z, elrsn.z, 0.0,          -elrsn.z, elrcs.z, 0.0,         0.0, 0.0, 1.0     );     mat3 rotmat = rotx * roty * rotz;     normal = rotmat[2];          mat3 trrotm = mat3(         rotmat[0][0], rotmat[1][0], rotmat[2][0],         rotmat[0][1], rotmat[1][1], rotmat[2][1],         rotmat[0][2], rotmat[1][2], rotmat[2][2]     );     normX = trrotm[0];     normY = trrotm[1];     normZ = trrotm[2];          const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);          float tmpdfs = dot(lit, normal);     if(tmpdfs < 0.0) {         normal = -normal;         tmpdfs = dot(lit, normal);     }     diffuse = 0.4 + tmpdfs;          vec3 eyev = normalize(-pos.xyz);     if(dot(eyev, normal) > 0.0) {         vec3 hv = normalize(eyev + lit);         specular = pow(max(dot(hv, normal), 0.0), 20.0);     }     else {         specular = 0.0;     }          rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);     rstop = pow(rstop, 0.5);     distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y)); } #ifdef GL_ES precision highp float; #endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

varying vec3 pposition; varying float psize; varying float palpha; varying float pdist;

varying vec3 normX; varying vec3 normY; varying vec3 normZ; varying vec3 normal;

varying float diffuse; varying float specular; varying float rstop; varying float distancefade;

float ellipse(vec2 p, vec2 o, vec2 r) {     vec2 lp = (p - o) / r;     return length(lp) - 1.0; }

void main(void) {     vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;     vec3 d = vec3(0.0, 0.0, -1.0);     float nd = normZ.z; //dot(-normZ, d);     if(abs(nd) < 0.0001) discard;          float np = dot(normZ, p);     vec3 tp = p + d * np / nd;     vec2 coord = vec2(dot(normX, tp), dot(normY, tp));          const float flwrsn = 0.258819045102521;     const float flwrcs = 0.965925826289068;     mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);     vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;          float r;     if(flwrp.x < 0.0) {         r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);     }     else {         r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);     }          if(r > rstop) discard;          vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);     float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));     col *= vec3(1.0, grady, grady);     col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));     col = col * diffuse + specular;          col = mix(fadeCol, col, distancefade);          float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;     alpha = smoothstep(0.0, 1.0, alpha) * palpha;          gl_FragColor = vec4(col * 0.5, alpha); } uniform vec3 uResolution; attribute vec2 aPosition;

varying vec2 texCoord; varying vec2 screenCoord;

void main(void) {     gl_Position = vec4(aPosition, 0.0, 1.0);     texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);     screenCoord = aPosition.xy * vec2(uResolution.z, 1.0); } #ifdef GL_ES precision highp float; #endif

uniform vec2 uTimes;

varying vec2 texCoord; varying vec2 screenCoord;

void main(void) {     vec3 col;     float c;     vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);     c = exp(-pow(length(tmpv) * 1.8, 2.0));     col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);     gl_FragColor = vec4(col * 0.5, 1.0); } #ifdef GL_ES precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta;

varying vec2 texCoord; varying vec2 screenCoord;

void main(void) {     vec4 col = texture2D(uSrc, texCoord);     gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0); } #ifdef GL_ES precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

varying vec2 texCoord; varying vec2 screenCoord;

void main(void) {     vec4 col = texture2D(uSrc, texCoord);     col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);     col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);     col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);     col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);     gl_FragColor = col / 5.0; } #ifdef GL_ES precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta;

varying vec2 texCoord; varying vec2 screenCoord;

void main(void) {     gl_FragColor = texture2D(uSrc, texCoord); } uniform vec3 uResolution; attribute vec2 aPosition; varying vec2 texCoord; varying vec2 screenCoord; void main(void) {     gl_Position = vec4(aPosition, 0.0, 1.0);     texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);     screenCoord = aPosition.xy * vec2(uResolution.z, 1.0); } #ifdef GL_ES precision highp float; #endif uniform sampler2D uSrc; uniform sampler2D uBloom; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) {     vec4 srccol = texture2D(uSrc, texCoord) * 2.0;     vec4 bloomcol = texture2D(uBloom, texCoord);     vec4 col;     col = srccol + bloomcol * (vec4(1.0) + srccol);     col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);     col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)          gl_FragColor = vec4(col.rgb, 1.0);     gl_FragColor.a = 1.0; }   var Vector3 = {}; var Matrix44 = {}; Vector3.create = function(x, y, z) {     return {'x':x, 'y':y, 'z':z}; }; Vector3.dot = function (v0, v1) {     return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; }; Vector3.cross = function (v, v0, v1) {     v.x = v0.y * v1.z - v0.z * v1.y;     v.y = v0.z * v1.x - v0.x * v1.z;     v.z = v0.x * v1.y - v0.y * v1.x; }; Vector3.normalize = function (v) {     var l = v.x * v.x + v.y * v.y + v.z * v.z;     if(l > 0.00001) {         l = 1.0 / Math.sqrt(l);         v.x *= l;         v.y *= l;         v.z *= l;     } }; Vector3.arrayForm = function(v) {     if(v.array) {         v.array[0] = v.x;         v.array[1] = v.y;         v.array[2] = v.z;     }     else {         v.array = new Float32Array([v.x, v.y, v.z]);     }     return v.array; }; Matrix44.createIdentity = function () {     return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]); }; Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {     var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;     var w = h * aspect;          m[0] = 2.0 * near / w;     m[1] = 0.0;     m[2] = 0.0;     m[3] = 0.0;          m[4] = 0.0;     m[5] = 2.0 * near / h;     m[6] = 0.0;     m[7] = 0.0;          m[8] = 0.0;     m[9] = 0.0;     m[10] = -(far + near) / (far - near);     m[11] = -1.0;          m[12] = 0.0;     m[13] = 0.0;     m[14] = -2.0 * far * near / (far - near);     m[15] = 0.0; }; Matrix44.loadLookAt = function (m, vpos, vlook, vup) {     var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);     Vector3.normalize(frontv);     var sidev = Vector3.create(1.0, 0.0, 0.0);     Vector3.cross(sidev, vup, frontv);     Vector3.normalize(sidev);     var topv = Vector3.create(1.0, 0.0, 0.0);     Vector3.cross(topv, frontv, sidev);     Vector3.normalize(topv);          m[0] = sidev.x;     m[1] = topv.x;     m[2] = frontv.x;     m[3] = 0.0;          m[4] = sidev.y;     m[5] = topv.y;     m[6] = frontv.y;     m[7] = 0.0;          m[8] = sidev.z;     m[9] = topv.z;     m[10] = frontv.z;     m[11] = 0.0;          m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);     m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);     m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);     m[15] = 1.0; };

var timeInfo = {     'start':0, 'prev':0, // Date     'delta':0, 'elapsed':0 // Number(sec) };

var gl; var renderSpec = {     'width':0,     'height':0,     'aspect':1,     'array':new Float32Array(3),     'halfWidth':0,     'halfHeight':0,     'halfArray':new Float32Array(3) }; renderSpec.setSize = function(w, h) {     renderSpec.width = w;     renderSpec.height = h;     renderSpec.aspect = renderSpec.width / renderSpec.height;     renderSpec.array[0] = renderSpec.width;     renderSpec.array[1] = renderSpec.height;     renderSpec.array[2] = renderSpec.aspect;          renderSpec.halfWidth = Math.floor(w / 2);     renderSpec.halfHeight = Math.floor(h / 2);     renderSpec.halfArray[0] = renderSpec.halfWidth;     renderSpec.halfArray[1] = renderSpec.halfHeight;     renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight; };

function deleteRenderTarget(rt) {     gl.deleteFramebuffer(rt.frameBuffer);     gl.deleteRenderbuffer(rt.renderBuffer);     gl.deleteTexture(rt.texture); }

function createRenderTarget(w, h) {     var ret = {         'width':w,         'height':h,         'sizeArray':new Float32Array([w, h, w / h]),         'dtxArray':new Float32Array([1.0 / w, 1.0 / h])     };     ret.frameBuffer = gl.createFramebuffer();     ret.renderBuffer = gl.createRenderbuffer();     ret.texture = gl.createTexture();          gl.bindTexture(gl.TEXTURE_2D, ret.texture);     gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);          gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);     gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);          gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);     gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);     gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);          gl.bindTexture(gl.TEXTURE_2D, null);     gl.bindRenderbuffer(gl.RENDERBUFFER, null);     gl.bindFramebuffer(gl.FRAMEBUFFER, null);          return ret; }

function compileShader(shtype, shsrc) {     var retsh = gl.createShader(shtype);          gl.shaderSource(retsh, shsrc);     gl.compileShader(retsh);          if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {         var errlog = gl.getShaderInfoLog(retsh);         gl.deleteShader(retsh);         console.error(errlog);         return null;     }     return retsh; }

function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {     var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);     var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);          if(vsh == null || fsh == null) {         return null;     }          var prog = gl.createProgram();     gl.attachShader(prog, vsh);     gl.attachShader(prog, fsh);          gl.deleteShader(vsh);     gl.deleteShader(fsh);          gl.linkProgram(prog);     if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {         var errlog = gl.getProgramInfoLog(prog);         console.error(errlog);         return null;     }          if(uniformlist) {         prog.uniforms = {};         for(var i = 0; i < uniformlist.length; i++) {             prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);         }     }          if(attrlist) {         prog.attributes = {};         for(var i = 0; i < attrlist.length; i++) {             var attr = attrlist[i];             prog.attributes[attr] = gl.getAttribLocation(prog, attr);         }     }          return prog; }

function useShader(prog) {     gl.useProgram(prog);     for(var attr in prog.attributes) {         gl.enableVertexAttribArray(prog.attributes[attr]);;     } }

function unuseShader(prog) {     for(var attr in prog.attributes) {         gl.disableVertexAttribArray(prog.attributes[attr]);;     }     gl.useProgram(null); }

var projection = {     'angle':60,     'nearfar':new Float32Array([0.1, 100.0]),     'matrix':Matrix44.createIdentity() }; var camera = {     'position':Vector3.create(0, 0, 100),     'lookat':Vector3.create(0, 0, 0),     'up':Vector3.create(0, 1, 0),     'dof':Vector3.create(10.0, 4.0, 8.0),     'matrix':Matrix44.createIdentity() };

var pointFlower = {}; var meshFlower = {}; var sceneStandBy = false;

var BlossomParticle = function () {     this.velocity = new Array(3);     this.rotation = new Array(3);     this.position = new Array(3);     this.euler = new Array(3);     this.size = 1.0;     this.alpha = 1.0;     this.zkey = 0.0; };

BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {     this.velocity[0] = vx;     this.velocity[1] = vy;     this.velocity[2] = vz; };

BlossomParticle.prototype.setRotation = function (rx, ry, rz) {     this.rotation[0] = rx;     this.rotation[1] = ry;     this.rotation[2] = rz; };

BlossomParticle.prototype.setPosition = function (nx, ny, nz) {     this.position[0] = nx;     this.position[1] = ny;     this.position[2] = nz; };

BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {     this.euler[0] = rx;     this.euler[1] = ry;     this.euler[2] = rz; };

BlossomParticle.prototype.setSize = function (s) {     this.size = s; };

BlossomParticle.prototype.update = function (dt, et) {     this.position[0] += this.velocity[0] * dt;     this.position[1] += this.velocity[1] * dt;     this.position[2] += this.velocity[2] * dt;          this.euler[0] += this.rotation[0] * dt;     this.euler[1] += this.rotation[1] * dt;     this.euler[2] += this.rotation[2] * dt; };

function createPointFlowers() {     var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);     renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};          var vtxsrc = document.getElementById("sakura_point_vsh").textContent;     var frgsrc = document.getElementById("sakura_point_fsh").textContent;          pointFlower.program = createShader(         vtxsrc, frgsrc,         ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],         ['aPosition', 'aEuler', 'aMisc']     );          useShader(pointFlower.program);     pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);     pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);          pointFlower.numFlowers = 1600;     pointFlower.particles = new Array(pointFlower.numFlowers);     pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));     pointFlower.positionArrayOffset = 0;     pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;     pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;          pointFlower.buffer = gl.createBuffer();     gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);     gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);     gl.bindBuffer(gl.ARRAY_BUFFER, null);          unuseShader(pointFlower.program);          for(var i = 0; i < pointFlower.numFlowers; i++) {         pointFlower.particles[i] = new BlossomParticle();     } }

function initPointFlowers() {     pointFlower.area = Vector3.create(20.0, 20.0, 20.0);     pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;          pointFlower.fader.x = 10.0; //env fade start     pointFlower.fader.y = pointFlower.area.z; //env fade half     pointFlower.fader.z = 0.1;  //near fade start          var PI2 = Math.PI * 2.0;     var tmpv3 = Vector3.create(0, 0, 0);     var tmpv = 0;     var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};     for(var i = 0; i < pointFlower.numFlowers; i++) {         var tmpprtcl = pointFlower.particles[i];                  tmpv3.x = symmetryrand() * 0.3 + 0.8;         tmpv3.y = symmetryrand() * 0.2 - 1.0;         tmpv3.z = symmetryrand() * 0.3 + 0.5;         Vector3.normalize(tmpv3);         tmpv = 2.0 + Math.random() * 1.0;         tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);                  tmpprtcl.setRotation(             symmetryrand() * PI2 * 0.5,             symmetryrand() * PI2 * 0.5,             symmetryrand() * PI2 * 0.5         );                  tmpprtcl.setPosition(             symmetryrand() * pointFlower.area.x,             symmetryrand() * pointFlower.area.y,             symmetryrand() * pointFlower.area.z         );                  tmpprtcl.setEulerAngles(             Math.random() * Math.PI * 2.0,             Math.random() * Math.PI * 2.0,             Math.random() * Math.PI * 2.0         );                  tmpprtcl.setSize(0.9 + Math.random() * 0.1);     } }

function renderPointFlowers() {     var PI2 = Math.PI * 2.0;     var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];     var repeatPos = function (prt, cmp, limit) {         if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {             if(prt.position[cmp] > 0) {                 prt.position[cmp] -= limit * 2.0;             }             else {                 prt.position[cmp] += limit * 2.0;             }         }     };     var repeatEuler = function (prt, cmp) {         prt.euler[cmp] = prt.euler[cmp] % PI2;         if(prt.euler[cmp] < 0.0) {             prt.euler[cmp] += PI2;         }     };          for(var i = 0; i < pointFlower.numFlowers; i++) {         var prtcl = pointFlower.particles[i];         prtcl.update(timeInfo.delta, timeInfo.elapsed);         repeatPos(prtcl, 0, pointFlower.area.x);         repeatPos(prtcl, 1, pointFlower.area.y);         repeatPos(prtcl, 2, pointFlower.area.z);         repeatEuler(prtcl, 0);         repeatEuler(prtcl, 1);         repeatEuler(prtcl, 2);                  prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;                  prtcl.zkey = (camera.matrix[2] * prtcl.position[0]                     + camera.matrix[6] * prtcl.position[1]                     + camera.matrix[10] * prtcl.position[2]                     + camera.matrix[14]);     }          pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});          var ipos = pointFlower.positionArrayOffset;     var ieuler = pointFlower.eulerArrayOffset;     var imisc = pointFlower.miscArrayOffset;     for(var i = 0; i < pointFlower.numFlowers; i++) {         var prtcl = pointFlower.particles[i];         pointFlower.dataArray[ipos] = prtcl.position[0];         pointFlower.dataArray[ipos + 1] = prtcl.position[1];         pointFlower.dataArray[ipos + 2] = prtcl.position[2];         ipos += 3;         pointFlower.dataArray[ieuler] = prtcl.euler[0];         pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];         pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];         ieuler += 3;         pointFlower.dataArray[imisc] = prtcl.size;         pointFlower.dataArray[imisc + 1] = prtcl.alpha;         imisc += 2;     }          gl.enable(gl.BLEND);     gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);          var prog = pointFlower.program;     useShader(prog);          gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);     gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);     gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);     gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));     gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));          gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);     gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);          gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);     gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);     gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);          for(var i = 1; i < 2; i++) {         var zpos = i * -2.0;         pointFlower.offset[0] = pointFlower.area.x * -1.0;         pointFlower.offset[1] = pointFlower.area.y * -1.0;         pointFlower.offset[2] = pointFlower.area.z * zpos;         gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);         gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);                  pointFlower.offset[0] = pointFlower.area.x * -1.0;         pointFlower.offset[1] = pointFlower.area.y *  1.0;         pointFlower.offset[2] = pointFlower.area.z * zpos;         gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);         gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);                  pointFlower.offset[0] = pointFlower.area.x *  1.0;         pointFlower.offset[1] = pointFlower.area.y * -1.0;         pointFlower.offset[2] = pointFlower.area.z * zpos;         gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);         gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);                  pointFlower.offset[0] = pointFlower.area.x *  1.0;         pointFlower.offset[1] = pointFlower.area.y *  1.0;         pointFlower.offset[2] = pointFlower.area.z * zpos;         gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);         gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);     }     pointFlower.offset[0] = 0.0;     pointFlower.offset[1] = 0.0;     pointFlower.offset[2] = 0.0;     gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);     gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);          gl.bindBuffer(gl.ARRAY_BUFFER, null);     unuseShader(prog);          gl.enable(gl.DEPTH_TEST);     gl.disable(gl.BLEND); }

function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {     var ret = {};     var unifs = ['uResolution', 'uSrc', 'uDelta'];     if(exunifs) {         unifs = unifs.concat(exunifs);     }     var attrs = ['aPosition'];     if(exattrs) {         attrs = attrs.concat(exattrs);     }          ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);     useShader(ret.program);          ret.dataArray = new Float32Array([         -1.0, -1.0,          1.0, -1.0,         -1.0,  1.0,          1.0,  1.0     ]);     ret.buffer = gl.createBuffer();     gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);     gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);          gl.bindBuffer(gl.ARRAY_BUFFER, null);     unuseShader(ret.program);          return ret; }

function useEffect(fxobj, srctex) {     var prog = fxobj.program;     useShader(prog);     gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);          if(srctex != null) {         gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);         gl.uniform1i(prog.uniforms.uSrc, 0);                  gl.activeTexture(gl.TEXTURE0);         gl.bindTexture(gl.TEXTURE_2D, srctex.texture);     } } function drawEffect(fxobj) {     gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);     gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);     gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } function unuseEffect(fxobj) {     unuseShader(fxobj.program); }

var effectLib = {}; function createEffectLib() {          var vtxsrc, frgsrc;     var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;     frgsrc = document.getElementById("bg_fsh").textContent;     effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);          frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;     effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);          frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;     effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

    vtxsrc = document.getElementById("pp_final_vsh").textContent;     frgsrc = document.getElementById("pp_final_fsh").textContent;     effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null); }

function createBackground() {

} function initBackground() {

} function renderBackground() {     gl.disable(gl.DEPTH_TEST);          useEffect(effectLib.sceneBg, null);     gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);     drawEffect(effectLib.sceneBg);     unuseEffect(effectLib.sceneBg);          gl.enable(gl.DEPTH_TEST); }

var postProcess = {}; function createPostProcess() { } function initPostProcess() { }

function renderPostProcess() {     gl.enable(gl.TEXTURE_2D);     gl.disable(gl.DEPTH_TEST);     var bindRT = function (rt, isclear) {         gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);         gl.viewport(0, 0, rt.width, rt.height);         if(isclear) {             gl.clearColor(0, 0, 0, 0);             gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);         }     };          bindRT(renderSpec.wHalfRT0, true);     useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);     drawEffect(effectLib.mkBrightBuf);     unuseEffect(effectLib.mkBrightBuf);          for(var i = 0; i < 2; i++) {         var p = 1.5 + 1 * i;         var s = 2.0 + 1 * i;         bindRT(renderSpec.wHalfRT1, true);         useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);         gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);         drawEffect(effectLib.dirBlur);         unuseEffect(effectLib.dirBlur);                  bindRT(renderSpec.wHalfRT0, true);         useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);         gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);         drawEffect(effectLib.dirBlur);         unuseEffect(effectLib.dirBlur);     }          gl.bindFramebuffer(gl.FRAMEBUFFER, null);     gl.viewport(0, 0, renderSpec.width, renderSpec.height);     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);          useEffect(effectLib.finalComp, renderSpec.mainRT);     gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);     gl.activeTexture(gl.TEXTURE1);     gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);     drawEffect(effectLib.finalComp);     unuseEffect(effectLib.finalComp);          gl.enable(gl.DEPTH_TEST); }

var SceneEnv = {}; function createScene() {     createEffectLib();     createBackground();     createPointFlowers();     createPostProcess();     sceneStandBy = true; }

function initScene() {     initBackground();     initPointFlowers();     initPostProcess();          camera.position.z = pointFlower.area.z + projection.nearfar[0];     projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;     Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]); }

function renderScene() {

    Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);          gl.enable(gl.DEPTH_TEST);          gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);     gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);     gl.clearColor(0.005, 0, 0.05, 0);     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);          renderBackground();     renderPointFlowers();     renderPostProcess(); }

function onResize(e) {     makeCanvasFullScreen(document.getElementById("sakura"));     setViewports();     if(sceneStandBy) {         initScene();     } }

function setViewports() {     renderSpec.setSize(gl.canvas.width, gl.canvas.height);          gl.clearColor(0.2, 0.2, 0.5, 1.0);     gl.viewport(0, 0, renderSpec.width, renderSpec.height);          var rtfunc = function (rtname, rtw, rth) {         var rt = renderSpec[rtname];         if(rt) deleteRenderTarget(rt);         renderSpec[rtname] = createRenderTarget(rtw, rth);     };     rtfunc('mainRT', renderSpec.width, renderSpec.height);     rtfunc('wFullRT0', renderSpec.width, renderSpec.height);     rtfunc('wFullRT1', renderSpec.width, renderSpec.height);     rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);     rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight); }

function render() {     renderScene(); }

var animating = true; function toggleAnimation(elm) {     animating ^= true;     if(animating) animate();     if(elm) {         elm.innerHTML = animating? "Stop":"Start";     } }

function stepAnimation() {     if(!animating) animate(); }

function animate() {     var curdate = new Date();     timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;     timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;     timeInfo.prev = curdate;          if(animating) requestAnimationFrame(animate);     render(); }

function makeCanvasFullScreen(canvas) {     var b = document.body;     var d = document.documentElement;     fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);     fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);     canvas.width = fullw;     canvas.height = fullh; }

window.addEventListener('load', function(e) {     var canvas = document.getElementById("sakura");     try {         makeCanvasFullScreen(canvas);         gl = canvas.getContext('experimental-webgl');     } catch(e) {         alert("WebGL not supported." + e);         console.error(e);         return;     }          window.addEventListener('resize', onResize);          setViewports();     createScene();     initScene();          timeInfo.start = new Date();     timeInfo.prev = timeInfo.start;     animate(); });

(function (w, r) {     w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); }; })(window, 'equestAnimationFrame');      



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