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const POINTS = 256; | |
const vertices = new Float32Array(POINTS * 4); | |
const ids = new Float32Array(POINTS); | |
for (let i = 0; i < POINTS * 4; i += 4) { | |
vertices[i + 0] = randomFloat(-5, 5); | |
vertices[i + 1] = randomFloat(-5, 5); | |
vertices[i + 2] = randomFloat(-5, 5); | |
vertices[i + 3] = randomFloat(0, 4); // random ID, for different sizes | |
} | |
for (let i = 0; i < POINTS; i++) { | |
ids[i] = i / POINTS; | |
} | |
this.fbo = new FBO({ | |
data: vertices, | |
width: POINTS, | |
height: 1, | |
name: 'particles fbo', | |
shader: ` | |
precision highp float; | |
uniform float uTime; | |
uniform float uSpeed; | |
uniform sampler2D texture; | |
uniform vec2 uPointer; | |
void main() { | |
vec2 uv = gl_FragCoord.xy / RESOLUTION.xy; | |
vec4 current = texture2D(texture, uv); | |
float speed = max(-.004, -uSpeed * 0.05); | |
current.y += .01 + speed; | |
if (current.y > 5.0) { | |
current.y = -5.0; | |
} | |
gl_FragColor = current; | |
} | |
`, | |
uniforms: { | |
uTime: { value: 0.0 }, | |
uPointer: { value: pointer.normalized }, | |
uSpeed: { value: scroll.speed }, | |
}, | |
}); |
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