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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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// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : ijm | |
// Lastmod : 20110822 (ijm) | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// |
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// navigator.serviceWorker.register('sw.js'); | |
var CACHE = "cache-name"; | |
self.addEventListener("install", function (evt) { | |
console.log("Установка"); | |
evt.waitUntil(precache()); | |
}); | |
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// from https://discourse.threejs.org/t/profiledcontourgeometry/2330 | |
// Author: Prisoner849 | |
function ProfiledContourGeometry(profileShape, contour, contourClosed, openEnded) { | |
contourClosed = contourClosed !== undefined ? contourClosed : true; | |
openEnded = openEnded !== undefined ? openEnded : false; | |
openEnded = contourClosed === true ? false : openEnded; | |
let profileGeometry = new THREE.ShapeBufferGeometry(profileShape); |
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