mirror of
https://gitlab.com/arnekeller/tunnel-racer.git
synced 2024-11-10 01:30:37 +00:00
490 lines
16 KiB
JavaScript
490 lines
16 KiB
JavaScript
const vertexShaderGlow = `
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uniform vec3 viewVector;
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uniform float c;
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uniform float p;
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varying float intensity;
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varying vec3 vColor;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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vec3 vNormal = normalize( normalMatrix * normal );
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vec3 vNormel = normalize( normalMatrix * viewVector );
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intensity = pow( c - dot(vNormal, vNormel), p );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vColor = hsv2rgb(vec3(fract(gl_Position[2] / 270.0), 0.7, 0.7));
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//vColor = vec3((sin(position[2] / 360.0) + 1.0) * 0.5, (sin(position[2] / 1000.0) + 1.0) * 0.5, (sin(position[2] / 70.0) + 1.0) * 0.5);
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//vColor = vec3(0.5, 0, 0.5);
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}
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`;
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const fragmentShaderGlow = `
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varying vec3 vColor;
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varying float intensity;
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void main()
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{
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vec3 glow = vColor * intensity;
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gl_FragColor = vec4( glow, 1.0 );
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}
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`;
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const fragmentShader = `
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#include <common>
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uniform vec3 iResolution;
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uniform float iTime;
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uniform sampler2D iChannel0;
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// By Daedelus: https://www.shadertoy.com/user/Daedelus
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// license: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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#define TIMESCALE 0.25
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#define TILES 8
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#define COLOR 0.7, 1.6, 2.8
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varying vec2 vUv;
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varying float z;
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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uv.x *= iResolution.x / iResolution.y;
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vec4 noise = texture2D(iChannel0, floor(uv * float(TILES)) / float(TILES));
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float p = 1.0 - mod(noise.r + noise.g + noise.b + (iTime + z) * float(TIMESCALE), 1.0);
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p = min(max(p * 3.0 - 1.8, 0.1), 2.0);
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vec2 r = mod(uv * float(TILES), 1.0);
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r = vec2(pow(r.x - 0.5, 2.0), pow(r.y - 0.5, 2.0));
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p *= 1.0 - pow(min(1.0, 12.0 * dot(r, r)), 2.0);
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fragColor = vec4(COLOR, 1.0) * p;
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}
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void main() {
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mainImage(gl_FragColor, vUv * iResolution.xy);
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}
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`;
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const vertexShader = `
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varying vec2 vUv;
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varying float z;
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void main() {
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vUv = uv;
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z = -position[1];
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`;
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const diameterOfTunnel = 100;
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var gn;
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var headSet = false;
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var betaReference = 0.0;
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var leftRightMove = 0.0;
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var upDownMove = 0.0;
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var speed = 5.0;
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let score = 0;
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let removed = 0;
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let running = false;
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let frameCount = 0;
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function logger(text) {
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}
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function init_gn() {
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var args = {
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logger: logger
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};
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gn = new GyroNorm();
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gn.init(args).then(function() {
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var isAvailable = gn.isAvailable();
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if(!isAvailable.deviceOrientationAvailable) {
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console.log({message:'Device orientation is not available.'});
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}
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if(!isAvailable.accelerationAvailable) {
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console.log({message:'Device acceleration is not available.'});
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}
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if(!isAvailable.accelerationIncludingGravityAvailable) {
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console.log({message:'Device acceleration incl. gravity is not available.'});
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}
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if(!isAvailable.rotationRateAvailable) {
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console.log({message:'Device rotation rate is not available.'});
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}
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start_gn();
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}).catch(function(e){
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console.error(e);
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});
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document.addEventListener('keydown', e => {
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if (e.key === "ArrowLeft") {
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leftRightMove = -10.0;
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} else if (e.key === "ArrowRight") {
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leftRightMove = 10.0;
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} else if (e.key === "ArrowDown") {
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upDownMove = -10.0;
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} else if (e.key === "ArrowUp") {
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upDownMove = 10.0;
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}
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});
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document.addEventListener('keyup', e => {
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if (e.key === "ArrowLeft") {
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leftRightMove = 0;
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} else if (e.key === "ArrowRight") {
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leftRightMove = 0;
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} else if (e.key === "ArrowDown") {
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upDownMove = 0;
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} else if (e.key === "ArrowUp") {
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upDownMove = 0;
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}
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});
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}
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function stop_gn() {
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gn.stop();
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}
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function start_gn() {
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gn.start(gnCallBack);
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}
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function gnCallBack(data) {
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if (!headSet) {
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betaReference = data.do.beta;
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} else {
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let leftRight = data.do.alpha > 180.0 ? "right" : "left";
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leftRightMove = data.do.alpha > 180.0 ? 360.0 - data.do.alpha : -data.do.alpha;
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let upDown = data.do.beta > betaReference ? "up" : "down";
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upDownMove = data.do.beta - betaReference;
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}
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}
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function set_head_gn() {
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gn.setHeadDirection();
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headSet = true;
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}
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document.getElementById("set_head").addEventListener("click", () => {
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document.getElementById("log").innerHTML += "clicked button<br>";
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set_head_gn();
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});
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init_gn();
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import * as THREE from './three.module.js';
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// import { GUI } from './jsm/libs/dat.gui.module.js';
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//import { OrbitControls } from './three/examples/jsm/controls/OrbitControls.js';
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//import { EffectComposer } from './three/examples/jsm/postprocessing/EffectComposer.js';
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//import { RenderPass } from './three/examples/jsm/postprocessing/RenderPass.js';
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//import { ShaderPass } from '/three/examples/jsm/postprocessing/ShaderPass.js';
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//import { LuminosityShader } from '/three/examples/jsm/shaders/LuminosityShader.js';
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//import { SobelOperatorShader } from '/three/examples/jsm/shaders/SobelOperatorShader.js';
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let scene, renderer, composer;
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const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
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let effectSobel;
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const params = {
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enable: true
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};
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const geometryCube = new THREE.BoxGeometry( 20, 20, 20 );
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const geometrySphere = new THREE.SphereGeometry(11, 32, 32);
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const geometrySphere2 = new THREE.SphereGeometry(13, 32, 32);
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const materialCube = new THREE.MeshBasicMaterial();
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const outlineMaterial = new THREE.MeshBasicMaterial( { color: 0x00ffff, side: THREE.BackSide } );
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const customMaterial = new THREE.ShaderMaterial({
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uniforms:
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{
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"c": { type: "f", value: 0.8 },
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"p": { type: "f", value: 2.4 },
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viewVector: { type: "v3", value: camera.position }
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},
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vertexShader: vertexShaderGlow,
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//vertexColors: true,
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fragmentShader: fragmentShaderGlow,
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side: THREE.FrontSide,
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blending: THREE.AdditiveBlending,
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transparent: true
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});
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const loader = new THREE.TextureLoader();
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const texture = loader.load('/bayer.png');
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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const uniforms = {
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iTime: { value: 0 },
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iResolution: { value: new THREE.Vector3(1, 1, 1) },
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iChannel0: { value: texture },
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};
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const material = new THREE.ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms,
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});
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const borderGeometry = new THREE.PlaneGeometry( 1, 1 );
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const positions = [];
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const colors = [];
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const sizes = [];
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const color = new THREE.Color();
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const cubes = [];
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const borders = [];
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init();
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animate();
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document.getElementById("start").onclick = () => {
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document.getElementById("start").style.zIndex = -10;
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speed = 5.0;
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score = 0;
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for (let i = 0; i < cubes.length; i++) {
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scene.remove(cubes[i]);
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}
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cubes.length = 0;
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removed = 0;
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running = true;
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}
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function init() {
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//
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scene = new THREE.Scene();
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camera.position.set( 0, 10, 25 );
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camera.lookAt( scene.position );
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//const geometry = geometrySphere2;
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//geometry.setAttribute( 'positioned', new THREE.Float32BufferAttribute( positions, 3 ) );
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//geometry.setAttribute( 'glowColor', new THREE.Float32BufferAttribute( colors, 3 ) );
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////geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setUsage( THREE.DynamicDrawUsage ) );
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//const particleSystem = new THREE.Mesh( geometry, customMaterial );
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//scene.add(particleSystem);
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//
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//
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//const meshCube = new THREE.Mesh( geometryCube, materialCube );
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//meshCube.position.z = -30;
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//meshCube.position.x = 40;
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//scene.add(meshCube);
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//cubes.push(meshCube);
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//
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const ambientLight = new THREE.AmbientLight( 0xffffff, 0.7 );
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scene.add( ambientLight );
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const pointLight = new THREE.PointLight( 0xffffff, 0.8 );
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camera.add( pointLight );
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scene.add( camera );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// postprocessing
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//composer = new EffectComposer( renderer );
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//const renderPass = new RenderPass( scene, camera );
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//composer.addPass( renderPass );
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// color to grayscale conversion
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//const effectGrayScale = new ShaderPass( LuminosityShader );
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//composer.addPass( effectGrayScale );
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// you might want to use a gaussian blur filter before
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// the next pass to improve the result of the Sobel operator
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// Sobel operator
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//effectSobel = new ShaderPass( SobelOperatorShader );
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//effectSobel.uniforms[ 'resolution' ].value.x = window.innerWidth * window.devicePixelRatio;
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//effectSobel.uniforms[ 'resolution' ].value.y = window.innerHeight * window.devicePixelRatio;
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//composer.addPass( effectSobel );
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//const controls = new OrbitControls( camera, renderer.domElement );
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//controls.minDistance = 10;
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//controls.maxDistance = 100;
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//
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//const gui = new GUI();
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//gui.add( params, 'enable' );
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//gui.open();
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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//composer.setSize( window.innerWidth, window.innerHeight );
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//effectSobel.uniforms[ 'resolution' ].value.x = window.innerWidth * window.devicePixelRatio;
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//effectSobel.uniforms[ 'resolution' ].value.y = window.innerHeight * window.devicePixelRatio;
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}
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function animate() {
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requestAnimationFrame( animate );
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uniforms.iTime.value = frameCount / 60.0;
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frameCount++;
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if (running) {
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for (let i = 0; i < cubes.length; i++) {
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if (cubes[i].geometry.parameters.radius !== geometrySphere.parameters.radius) {
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continue;
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}
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let x1 = cubes[i].position.x;
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let y1 = cubes[i].position.y;
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let z1 = cubes[i].position.z;
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let x2 = camera.position.x;
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let y2 = camera.position.y;
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let z2 = camera.position.z;
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if (z2 > z1) {
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// account for very fast speeds
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// (prevents clipping through obstacles)
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z2 = Math.max(z1, z2 - speed);
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}
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let dist_squared = (x1 - x2)**2 + (y1 - y2)**2 + (z1-z2)**2;
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if (dist_squared <= cubes[i].geometry.parameters.radius**2) {
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running = false;
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document.getElementById("score").innerText = document.getElementById("score").innerText + " - Game Over!";
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document.getElementById("start").style.zIndex = 0;
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document.getElementById("start").innerText = "Restart";
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break;
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}
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}
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camera.position.z -= 0.5 * speed;
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speed += 0.01;
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camera.position.x += 0.1 * leftRightMove;
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camera.position.y += 0.1 * upDownMove;
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if (Math.random() < 0.09) {
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const meshCube = new THREE.Mesh( geometrySphere, materialCube );
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meshCube.position.z = camera.position.z - 930;
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meshCube.position.x = (2 * Math.random() - 1.0) * diameterOfTunnel;
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meshCube.position.y = (2 * Math.random() - 1.0) * 0.9 * diameterOfTunnel;
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const outlineMesh = new THREE.Mesh( geometrySphere, customMaterial );
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outlineMesh.scale.multiplyScalar( 1.17 );
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outlineMesh.position.z = meshCube.position.z;
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outlineMesh.position.x = meshCube.position.x;
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outlineMesh.position.y = meshCube.position.y;
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meshCube.add( outlineMesh );
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scene.add(outlineMesh);
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cubes.push(outlineMesh);
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//positions.push( meshCube.position.x );
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//positions.push( meshCube.position.y );
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//positions.push( meshCube.position.z );
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//
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//color.setHSL( Math.random(), 1.0, 0.5 );
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//colors.push( color.r, color.g, color.b );
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//sizes.push( 20 );
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scene.add(meshCube);
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cubes.push(meshCube);
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}
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}
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renderer.render( scene, camera );
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for (let i = 0; i < cubes.length; i++) {
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if (cubes[i].position.z > camera.position.z + cubes[i].geometry.parameters.radius) {
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scene.remove(cubes[i]);
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cubes.splice(i, 1);
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i--;
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removed++;
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}
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}
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if (removed >= 2 || score == 0) {
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score += removed / 2;
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removed = removed % 2;
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document.getElementById("score").innerText = score;
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}
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if (borders.length == 0 || borders[borders.length - 1].position.z - camera.position.z > -600) {
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const newZ = borders.length == 0 ? -200 : borders[borders.length - 1].position.z - diameterOfTunnel * 2;
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let border = new THREE.Mesh( borderGeometry, material );
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//border.position.x = -70;
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border.position.y = -diameterOfTunnel;
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border.rotation.x = -Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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scene.add(border);
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borders.push(border);
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border = new THREE.Mesh( borderGeometry, material );
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border.position.y = diameterOfTunnel;
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border.rotation.x = Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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scene.add(border);
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borders.push(border);
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border = new THREE.Mesh( borderGeometry, material );
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border.position.x = -diameterOfTunnel;
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border.rotation.y = Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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scene.add(border);
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borders.push(border);
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border = new THREE.Mesh( borderGeometry, material );
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border.position.x = diameterOfTunnel;
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border.rotation.y = -Math.PI / 2;
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border.position.z = newZ;
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border.scale.multiplyScalar(diameterOfTunnel * 2);
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scene.add(border);
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borders.push(border);
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}
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//console.log(borders[borders.length - 1].position.z - camera.position.z);
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//console.log(borders[borders.length - 1] - camera.position.z);
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for (let i = 0; i < borders.length; i++) {
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if (borders[i].position.z > camera.position.z + diameterOfTunnel + 50) {
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scene.remove(borders[i]);
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borders.splice(i, 1);
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i--;
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}
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}
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}
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