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1:\\n\\nThis camera is animated with a polarTransform at the SOP level.\\n\\nBy default, most SOP node clone their input, which in this case means the a new camera is re-created.\\n\\nTo avoid that, right click on the polarTransform node, click on 'Optimisations -> Process Inputs Without Cloning', and now you'll see the input connection change color. This means that the input is not cloned anymore."},"perspectiveCamera2":{"pos":[350,-50]},"actor1":{"pos":[350,250],"comment":"OPTION 2:\\n\\nA second option is to use the polarTransform at the actor level. [Go inside this node](.) to see how it is setup.","nodes":{"onTick1":{"pos":[-100,0]},"setObjectPolarTransform1":{"pos":[400,0]},"multAdd1":{"pos":[150,200]}}},"merge1":{"pos":[100,800],"comment":"If the sop/polarTransform node above computes without cloning, make sure to set the merge the same way."}}}}},"shaders":{"/geo1/particlesSystemGpu1":{"position":"#include <common>\n\n// removed:\n//// INSERT DEFINE\n\n\n\n// /geo1/particlesSystemGpu1/noise1\n// Modulo 289 without a division (only multiplications)\nfloat mod289(float x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n// Modulo 7 without a division\nvec3 mod7(vec3 x) {\n return x - floor(x * (1.0 / 7.0)) * 7.0;\n}\n\n// Permutation polynomial: (34x^2 + x) mod 289\nfloat permute(float x) {\n return mod289(((x*34.0)+1.0)*x);\n}\nvec3 permute(vec3 x) {\n return mod289((34.0 * x + 1.0) * x);\n}\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat taylorInvSqrt(float r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec2 fade(vec2 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec4 fade(vec4 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex \n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n// \n\n\n\nfloat snoise(vec3 v)\n { \n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i); \n vec4 p = permute( permute( permute( \n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n dot(p2,x2), dot(p3,x3) ) );\n }\n\n\nfloat fbm_snoise_geo1_particlesSystemGpu1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 3; i++) {\n\t\tvalue += amplitude * snoise(st);\n\t\tst *= 2.0;\n\t\tamplitude *= 0.5;\n\t}\n\treturn value;\n}\n\n\n\n\n\n\n\n\n// /geo1/particlesSystemGpu1/globals1\nuniform sampler2D texture_position;\n\n\n\n\n\nvoid main() {\n\n\tvec2 particleUv = (gl_FragCoord.xy / resolution.xy);\n\n// removed:\n//\t// INSERT BODY\n\n\n\n\t// /geo1/particlesSystemGpu1/globals1\n\tvec3 v_POLY_globals1_position = texture2D( texture_position, particleUv ).xyz;\n\t\n\t// /geo1/particlesSystemGpu1/noise1\n\tfloat v_POLY_noise1_noisex = (vec3(0.1, 0.1, 0.1)*fbm_snoise_geo1_particlesSystemGpu1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+(vec3(0.0, 0.0, 0.0)+vec3(0.0, 0.0, 0.0)))).x;\n\tfloat v_POLY_noise1_noisey = (vec3(0.1, 0.1, 0.1)*fbm_snoise_geo1_particlesSystemGpu1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+(vec3(0.0, 0.0, 0.0)+vec3(1000.0, 1000.0, 1000.0)))).y;\n\tfloat v_POLY_noise1_noisez = (vec3(0.1, 0.1, 0.1)*fbm_snoise_geo1_particlesSystemGpu1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+(vec3(0.0, 0.0, 0.0)+vec3(2000.0, 2000.0, 2000.0)))).z;\n\tvec3 v_POLY_noise1_noise = vec3(v_POLY_noise1_noisex, v_POLY_noise1_noisey, v_POLY_noise1_noisez);\n\t\n\t// /geo1/particlesSystemGpu1/add1\n\tvec3 v_POLY_add1_sum = (v_POLY_globals1_position + v_POLY_noise1_noise + vec3(0.0, 0.0, 0.0));\n\t\n\t// /geo1/particlesSystemGpu1/output1\n\tgl_FragColor.xyz = v_POLY_add1_sum;\n\n\n\n\n}"},"/geo1/MAT/pointsParticles":{"vertex":"uniform float size;\nuniform float scale;\n#include <common>\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\t#include <morphcolor_vertex>\n// removed:\n//\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n// removed:\n//\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}","fragment":"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}","customDistanceMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDepthMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDepthDOFMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n}\n","customDepthDOFMaterial.fragment":"\nuniform float mNear;\nuniform float mFar;\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\nvoid main() {\n\n\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );\n\tgl_FragColor = vec4( vec3( color ), 1.0 );\n\tvec4 diffuseColor = gl_FragColor;\n\n\t// INSERT BODY\n\n\tgl_FragColor.a = diffuseColor.a;\n}\n"}},"jsFunctionBodies":{"/geo1/actor_particles1":"// insert defines\nclass CustomActorEvaluator extends ActorEvaluator {\n\t// insert members\n\n\t// /geo1/actor_particles1/onTick1\n\tv_POLY_onTick1_time = computed(() => globalsTime());\n\tv_POLY_onTick1_delta = computed(() => globalsTimeDelta());\n\n\tconstructor(node, object3D) {\n\t\tsuper(node, object3D);\n\t\t// insert after constructor\n\t}\n\t// insert body\n\n\tonScenePause() {\n\t\tthis.onScenePause1();\n\t}\n\tonTick() {\n\t\tthis.onTick1();\n\t}\n\t// /geo1/actor_particles1/onScenePause1\n\tonScenePause1() {\n\t\tthis.particlesSystemReset1(0);\n\t}\n\n\t// /geo1/actor_particles1/onTick1\n\tonTick1() {\n\t\tthis.particlesSystemStepSimulation1(0);\n\t}\n\n\t// /geo1/actor_particles1/particlesSystemReset1\n\tparticlesSystemReset1() {\n\t\tparticlesSystemReset(this.object3D);\n\t}\n\n\t// /geo1/actor_particles1/particlesSystemStepSimulation1\n\tparticlesSystemStepSimulation1() {\n\t\tparticlesSystemStepSimulation(this.object3D, { texture_: this.v_POLY_particlesSystemStepSimulation1_ });\n\t}\n}\nreturn CustomActorEvaluator;\n","/cameras/actor1":"// insert defines\nclass CustomActorEvaluator extends ActorEvaluator {\n\t// insert members\n\n\t// /cameras/actor1/onTick1\n\tv_POLY_onTick1_time = computed(() => globalsTime());\n\tv_POLY_onTick1_delta = computed(() => globalsTimeDelta());\n\n\t// /cameras/actor1/multAdd1\n\tv_POLY_multAdd1_val = computed(() => mathFloat_4(multAdd, this.v_POLY_onTick1_time.value, 0.0, 10.0, 0.0));\n\n\tconstructor(node, object3D) {\n\t\tsuper(node, object3D);\n\t\t// insert after constructor\n\t}\n\t// insert body\n\n\tonTick() {\n\t\tthis.onTick1();\n\t}\n\t// /cameras/actor1/onTick1\n\tonTick1() {\n\t\tthis.setObjectPolarTransform1(0);\n\t}\n\n\t// /cameras/actor1/setObjectPolarTransform1\n\tsetObjectPolarTransform1() {\n\t\tsetObjectPolarTransform(\n\t\t\tthis.object3D,\n\t\t\tVAR__setObjectPolarTransform1_center.set(0, 0, 0),\n\t\t\tthis.v_POLY_multAdd1_val.value,\n\t\t\t18.0,\n\t\t\t6.5\n\t\t);\n\t}\n}\nreturn CustomActorEvaluator;\n"}}
Code editor
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Used nodes
cop/envMap;cop/image;cop/imageEXR;mat/pointsBuilder;obj/copNetwork;obj/geo;sop/actor;sop/hemisphereLight;sop/materialsNetwork;sop/merge;sop/particlesSystemGpu;sop/perspectiveCamera;sop/planeHelper;sop/polarTransform;sop/scatter;sop/sphere;sop/spotLight
Used operations
Used modules
Used assemblers
GL_PARTICLES;GL_POINTS;JS_ACTOR
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/sphere1":"sop/sphere","/geo1/scatter1":"sop/scatter","/geo1/particlesSystemGpu1":"sop/particlesSystemGpu","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/pointsParticles":"mat/pointsBuilder","/geo1/actor_particles1":"sop/actor","/ground":"obj/geo","/ground/planeHelper1":"sop/planeHelper","/COP":"obj/copNetwork","/COP/envMap":"cop/envMap","/COP/imageEnv":"cop/imageEXR","/COP/image1":"cop/image","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera1":"sop/perspectiveCamera","/cameras/polarTransform1":"sop/polarTransform","/cameras/perspectiveCamera2":"sop/perspectiveCamera","/cameras/actor1":"sop/actor","/cameras/merge1":"sop/merge"}
Js version
Editor version
Engine version
Name
*
Code
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This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","lights":false,"clipping":false},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false}},"customDepthMaterial":{"material":{"metadata":{"version":4.6,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/pointsParticles-customDepthMaterial","type":"ShaderMaterial","name":"customDepthMaterial","side":1,"blendColor":0,"forceSinglePass":true,"fog":false,"glslVersion":null,"uniforms":{"diffuse":{"type":"c","value":16777215},"opacity":{"value":1},"map":{"value":null},"mapTransform":{"type":"m3","value":[1,0,0,0,1,0,0,0,1]},"alphaMap":{"value":null},"alphaMapTransform":{"type":"m3","value":[1,0,0,0,1,0,0,0,1]},"alphaTest":{"value":0},"displacementMap":{"value":null},"displacementMapTransform":{"type":"m3","value":[1,0,0,0,1,0,0,0,1]},"displacementScale":{"value":1},"displacementBias":{"value":0},"size":{"value":1},"scale":{"value":1}},"defines":{"USE_SIZEATTENUATION":1,"DEPTH_PACKING":3201},"vertexShader":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","fragmentShader":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. 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":[-300,-50],"selection":["image1"],"nodes":{"envMap":{"pos":[50,250]},"imageEnv":{"pos":[50,100]},"image1":{"pos":[-200,100]}}},"lights":{"pos":[-50,-250],"selection":["hemisphereLight1"],"nodes":{"hemisphereLight1":{"pos":[50,-50]},"spotLight1":{"pos":[300,-50]},"polarTransform1":{"pos":[300,150]},"merge1":{"pos":[100,300]}}},"cameras":{"pos":[-50,-150],"nodes":{"perspectiveCamera1":{"pos":[-200,-50]},"polarTransform1":{"pos":[-200,250],"comment":"OPTION 1:\\n\\nThis camera is animated with a polarTransform at the SOP level.\\n\\nBy default, most SOP node clone their input, which in this case means the a new camera is re-created.\\n\\nTo avoid that, right click on the polarTransform node, click on 'Optimisations -> Process Inputs Without Cloning', and now you'll see the input connection change color. This means that the input is not cloned anymore."},"perspectiveCamera2":{"pos":[350,-50]},"actor1":{"pos":[350,250],"comment":"OPTION 2:\\n\\nA second option is to use the polarTransform at the actor level. [Go inside this node](.) to see how it is setup.","nodes":{"onTick1":{"pos":[-100,0]},"setObjectPolarTransform1":{"pos":[400,0]},"multAdd1":{"pos":[150,200]}}},"merge1":{"pos":[100,800],"comment":"If the sop/polarTransform node above computes without cloning, make sure to set the merge the same way."}}}}},"shaders":{"/geo1/particlesSystemGpu1":{"position":"#include <common>\n\n// removed:\n//// INSERT DEFINE\n\n\n\n// /geo1/particlesSystemGpu1/noise1\n// Modulo 289 without a division (only multiplications)\nfloat mod289(float x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n// Modulo 7 without a division\nvec3 mod7(vec3 x) {\n return x - floor(x * (1.0 / 7.0)) * 7.0;\n}\n\n// Permutation polynomial: (34x^2 + x) mod 289\nfloat permute(float x) {\n return mod289(((x*34.0)+1.0)*x);\n}\nvec3 permute(vec3 x) {\n return mod289((34.0 * x + 1.0) * x);\n}\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat taylorInvSqrt(float r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec2 fade(vec2 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec4 fade(vec4 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex \n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n// \n\n\n\nfloat snoise(vec3 v)\n { \n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i); \n vec4 p = permute( permute( permute( \n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n dot(p2,x2), dot(p3,x3) ) );\n }\n\n\nfloat fbm_snoise_geo1_particlesSystemGpu1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 3; i++) {\n\t\tvalue += amplitude * snoise(st);\n\t\tst *= 2.0;\n\t\tamplitude *= 0.5;\n\t}\n\treturn value;\n}\n\n\n\n\n\n\n\n\n// /geo1/particlesSystemGpu1/globals1\nuniform sampler2D texture_position;\n\n\n\n\n\nvoid main() {\n\n\tvec2 particleUv = (gl_FragCoord.xy / resolution.xy);\n\n// removed:\n//\t// INSERT BODY\n\n\n\n\t// /geo1/particlesSystemGpu1/globals1\n\tvec3 v_POLY_globals1_position = texture2D( texture_position, particleUv ).xyz;\n\t\n\t// /geo1/particlesSystemGpu1/noise1\n\tfloat v_POLY_noise1_noisex = (vec3(0.1, 0.1, 0.1)*fbm_snoise_geo1_particlesSystemGpu1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+(vec3(0.0, 0.0, 0.0)+vec3(0.0, 0.0, 0.0)))).x;\n\tfloat v_POLY_noise1_noisey = (vec3(0.1, 0.1, 0.1)*fbm_snoise_geo1_particlesSystemGpu1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+(vec3(0.0, 0.0, 0.0)+vec3(1000.0, 1000.0, 1000.0)))).y;\n\tfloat v_POLY_noise1_noisez = (vec3(0.1, 0.1, 0.1)*fbm_snoise_geo1_particlesSystemGpu1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+(vec3(0.0, 0.0, 0.0)+vec3(2000.0, 2000.0, 2000.0)))).z;\n\tvec3 v_POLY_noise1_noise = vec3(v_POLY_noise1_noisex, v_POLY_noise1_noisey, v_POLY_noise1_noisez);\n\t\n\t// /geo1/particlesSystemGpu1/add1\n\tvec3 v_POLY_add1_sum = (v_POLY_globals1_position + v_POLY_noise1_noise + vec3(0.0, 0.0, 0.0));\n\t\n\t// /geo1/particlesSystemGpu1/output1\n\tgl_FragColor.xyz = v_POLY_add1_sum;\n\n\n\n\n}"},"/geo1/MAT/pointsParticles":{"vertex":"uniform float size;\nuniform float scale;\n#include <common>\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\t#include <morphcolor_vertex>\n// removed:\n//\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n// removed:\n//\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}","fragment":"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}","customDistanceMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDepthMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDepthDOFMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsParticles/output1\nuniform sampler2D texture_position;\n\n// /geo1/MAT/pointsParticles/output1\nvarying vec2 particlesSimUvVarying;\n\n// /geo1/MAT/pointsParticles/output1\nattribute vec2 particlesSimUv;\n\n\n\n\n\n\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsParticles/constant_point_size\n\tfloat v_POLY_constant_point_size_val = 0.04;\n\t\n\t// /geo1/MAT/pointsParticles/output1\n\tparticlesSimUvVarying = particlesSimUv;\n\tvec3 transformed = texture2D( texture_position, particlesSimUvVarying ).xyz;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\tgl_PointSize = v_POLY_constant_point_size_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n}\n","customDepthDOFMaterial.fragment":"\nuniform float mNear;\nuniform float mFar;\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\nvoid main() {\n\n\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );\n\tgl_FragColor = vec4( vec3( color ), 1.0 );\n\tvec4 diffuseColor = gl_FragColor;\n\n\t// INSERT BODY\n\n\tgl_FragColor.a = diffuseColor.a;\n}\n"}},"jsFunctionBodies":{"/geo1/actor_particles1":"// insert defines\nclass CustomActorEvaluator extends ActorEvaluator {\n\t// insert members\n\n\t// /geo1/actor_particles1/onTick1\n\tv_POLY_onTick1_time = computed(() => globalsTime());\n\tv_POLY_onTick1_delta = computed(() => globalsTimeDelta());\n\n\tconstructor(node, object3D) {\n\t\tsuper(node, object3D);\n\t\t// insert after constructor\n\t}\n\t// insert body\n\n\tonScenePause() {\n\t\tthis.onScenePause1();\n\t}\n\tonTick() {\n\t\tthis.onTick1();\n\t}\n\t// /geo1/actor_particles1/onScenePause1\n\tonScenePause1() {\n\t\tthis.particlesSystemReset1(0);\n\t}\n\n\t// /geo1/actor_particles1/onTick1\n\tonTick1() {\n\t\tthis.particlesSystemStepSimulation1(0);\n\t}\n\n\t// /geo1/actor_particles1/particlesSystemReset1\n\tparticlesSystemReset1() {\n\t\tparticlesSystemReset(this.object3D);\n\t}\n\n\t// /geo1/actor_particles1/particlesSystemStepSimulation1\n\tparticlesSystemStepSimulation1() {\n\t\tparticlesSystemStepSimulation(this.object3D, { texture_: this.v_POLY_particlesSystemStepSimulation1_ });\n\t}\n}\nreturn CustomActorEvaluator;\n","/cameras/actor1":"// insert defines\nclass CustomActorEvaluator extends ActorEvaluator {\n\t// insert members\n\n\t// /cameras/actor1/onTick1\n\tv_POLY_onTick1_time = computed(() => globalsTime());\n\tv_POLY_onTick1_delta = computed(() => globalsTimeDelta());\n\n\t// /cameras/actor1/multAdd1\n\tv_POLY_multAdd1_val = computed(() => mathFloat_4(multAdd, this.v_POLY_onTick1_time.value, 0.0, 10.0, 0.0));\n\n\tconstructor(node, object3D) {\n\t\tsuper(node, object3D);\n\t\t// insert after constructor\n\t}\n\t// insert body\n\n\tonTick() {\n\t\tthis.onTick1();\n\t}\n\t// /cameras/actor1/onTick1\n\tonTick1() {\n\t\tthis.setObjectPolarTransform1(0);\n\t}\n\n\t// /cameras/actor1/setObjectPolarTransform1\n\tsetObjectPolarTransform1() {\n\t\tsetObjectPolarTransform(\n\t\t\tthis.object3D,\n\t\t\tVAR__setObjectPolarTransform1_center.set(0, 0, 0),\n\t\t\tthis.v_POLY_multAdd1_val.value,\n\t\t\t18.0,\n\t\t\t6.5\n\t\t);\n\t}\n}\nreturn CustomActorEvaluator;\n"}}
Code editor
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Used nodes
cop/envMap;cop/image;cop/imageEXR;mat/pointsBuilder;obj/copNetwork;obj/geo;sop/actor;sop/hemisphereLight;sop/materialsNetwork;sop/merge;sop/particlesSystemGpu;sop/perspectiveCamera;sop/planeHelper;sop/polarTransform;sop/scatter;sop/sphere;sop/spotLight
Used operations
Used modules
Used assemblers
GL_PARTICLES;GL_POINTS;JS_ACTOR
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/sphere1":"sop/sphere","/geo1/scatter1":"sop/scatter","/geo1/particlesSystemGpu1":"sop/particlesSystemGpu","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/pointsParticles":"mat/pointsBuilder","/geo1/actor_particles1":"sop/actor","/ground":"obj/geo","/ground/planeHelper1":"sop/planeHelper","/COP":"obj/copNetwork","/COP/envMap":"cop/envMap","/COP/imageEnv":"cop/imageEXR","/COP/image1":"cop/image","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera1":"sop/perspectiveCamera","/cameras/polarTransform1":"sop/polarTransform","/cameras/perspectiveCamera2":"sop/perspectiveCamera","/cameras/actor1":"sop/actor","/cameras/merge1":"sop/merge"}
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