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vanta.clouds2.min.js
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s.ShaderMaterial({uniforms:this.uniforms,vertexShader:t,fragmentShader:e}),o=this.options.texturePath;o&&(this.uniforms.iTex={type:"t",value:(new s.TextureLoader).load(o)});const n=new s.Mesh(new s.PlaneGeometry(2,2),i);this.scene.add(n),this.camera=new s.Camera,this.camera.position.z=1}updateUniforms(){const e={};let t,i;for(t in this.options)i=this.options[t],-1!==t.toLowerCase().indexOf("color")?e[t]={type:"v3",value:new s.Color(i).toVector()}:"number"==typeof i&&(e[t]={type:"f",value:i});return Object.assign(this.uniforms,e)}resize(){super.resize(),this.uniforms.iResolution.value.x=this.width/this.scale,this.uniforms.iResolution.value.y=this.height/this.scale}}},,,,,function(e,t,i){"use strict";i.r(t);var o=i(2);class s extends o.b{}t.default=o.a.register("CLOUDS2",s),s.prototype.defaultOptions={backgroundColor:0,skyColor:6072010,cloudColor:3362176,lightColor:16777215,speed:1,texturePath:"./gallery/noise.png",scaleMobile:4},s.prototype.fragmentShader="uniform vec2 iResolution;\nuniform vec2 iMouse;\nuniform float iTime;\nuniform sampler2D iTex;\nuniform float speed;\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\nuniform vec3 lightColor;\n\n# define T texture2D(iTex, fract((s*p.zw + ceil(s*p.x)) / 200.0)).y / (s += s) * 4.0\n\nvoid main(){\n vec2 coord = gl_FragCoord.xy;\n vec4 p, d = vec4(0.8, 0, coord / iResolution.y - 0.65);\n vec3 out1 = skyColor - d.w; // sky gradient\n float s, f, t = 200.0 + sin(dot(coord,coord));\n const float MAX_ITER = 100.0;\n for (float i = 1.0; i <= MAX_ITER; i += 1.0) {\n t -= 2.0; if (t < 0.0) { break; } // march step\n p = 0.05 * t * d;\n p.xz += iTime * 0.50000 * speed; // movement through space\n p.x += sin(iTime * 0.25 * speed) * 0.25;\n s = 2.0;\n f = p.w + 1.0-T-T-T-T;\n // f = p.w + 1.0 - 0.25*noise(p.xyz * 2.0) - 0.25*noise(p.zxy * 2.01) - 0.25*noise(p.yzx * 2.03);\n if (f < 0.0) {\n vec3 cloudColorShading = mix(lightColor, cloudColor, -f);\n out1 = mix(out1, cloudColorShading, -f * 0.4);\n }\n }\n gl_FragColor = vec4(out1, 1.0);\n}"}])}));