代码如下

<!doctype html>
<html>
<head><meta charset="utf-8"><title>樱花漫天飞舞</title>
</head>
<style>body {padding: 0;margin: 0;overflow: hidden;height: 600px;position: relative;}canvas {padding: 0;margin: 0;}div.btnbg {position: fixed;left: 0;top: 0;}.nihao {position: fixed;top: 0;}.red {color: red;}
</style>
<body>
<canvas id="sakura"></canvas>
<script id="sakura_point_vsh" type="x-shader/x_vertex">
uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
void main(void) {
// Projection is based on vertical angle
vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
gl_Position = uProjection * pos;
gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
pposition = pos.xyz;
psize = aMisc.x;
pdist = length(pos.xyz);
palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
vec3 elrsn = sin(aEuler);
vec3 elrcs = cos(aEuler);
mat3 rotx = mat3(
1.0, 0.0, 0.0,
0.0, elrcs.x, elrsn.x,
0.0, -elrsn.x, elrcs.x
);
mat3 roty = mat3(
elrcs.y, 0.0, -elrsn.y,
0.0, 1.0, 0.0,
elrsn.y, 0.0, elrcs.y
);
mat3 rotz = mat3(
elrcs.z, elrsn.z, 0.0,
-elrsn.z, elrcs.z, 0.0,
0.0, 0.0, 1.0
);
mat3 rotmat = rotx * roty * rotz;
normal = rotmat[2];
mat3 trrotm = mat3(
rotmat[0][0], rotmat[1][0], rotmat[2][0],
rotmat[0][1], rotmat[1][1], rotmat[2][1],
rotmat[0][2], rotmat[1][2], rotmat[2][2]
);
normX = trrotm[0];
normY = trrotm[1];
normZ = trrotm[2];
const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
float tmpdfs = dot(lit, normal);
if(tmpdfs < 0.0) {
normal = -normal;
tmpdfs = dot(lit, normal);
}
diffuse = 0.4 + tmpdfs;
vec3 eyev = normalize(-pos.xyz);
if(dot(eyev, normal) > 0.0) {
vec3 hv = normalize(eyev + lit);
specular = pow(max(dot(hv, normal), 0.0), 20.0);
}
else {
specular = 0.0;
}
rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
rstop = pow(rstop, 0.5);
//-0.69315 = ln(0.5)
distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}</script>
<script id="sakura_point_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
float ellipse(vec2 p, vec2 o, vec2 r) {
vec2 lp = (p - o) / r;
return length(lp) - 1.0;
}
void main(void) {
vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
vec3 d = vec3(0.0, 0.0, -1.0);
float nd = normZ.z; //dot(-normZ, d);
if(abs(nd) < 0.0001) discard;
float np = dot(normZ, p);
vec3 tp = p + d * np / nd;
vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
//angle = 15 degree
const float flwrsn = 0.258819045102521;
const float flwrcs = 0.965925826289068;
mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
float r;
if(flwrp.x < 0.0) {
r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
}
else {
r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
}
if(r > rstop) discard;
vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
col *= vec3(1.0, grady, grady);
col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
col = col * diffuse + specular;
col = mix(fadeCol, col, distancefade);
float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
alpha = smoothstep(0.0, 1.0, alpha) * palpha;
gl_FragColor = vec4(col * 0.5, alpha);
}</script>
<!-- effects -->
<script id="fx_common_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_Position = vec4(aPosition, 0.0, 1.0);
texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}</script>
<script id="bg_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec2 uTimes;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec3 col;
float c;
vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
c = exp(-pow(length(tmpv) * 1.8, 2.0));
col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
gl_FragColor = vec4(col * 0.5, 1.0);
}</script>
<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
// precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 col = texture2D(uSrc, texCoord);
gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}</script>
<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w);
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 col = texture2D(uSrc, texCoord);
col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
gl_FragColor = col / 5.0;
}</script>
<!-- effect fragment shader template -->
<script id="fx_common_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_FragColor = texture2D(uSrc, texCoord);
}</script>
<!-- post processing -->
<script id="pp_final_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_Position = vec4(aPosition, 0.0, 1.0);
texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}</script>
<script id="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
vec4 bloomcol = texture2D(uBloom, texCoord);
vec4 col;
col = srccol + bloomcol * (vec4(1.0) + srccol);
col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
gl_FragColor = vec4(col.rgb, 1.0);
gl_FragColor.a = 1.0;
}</script>
</body>
<script>var Vector3 = {};var Matrix44 = {};Vector3.create = function (x, y, z) {return {'x': x, 'y': y, 'z': z};};Vector3.dot = function (v0, v1) {return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;};Vector3.cross = function (v, v0, v1) {v.x = v0.y * v1.z - v0.z * v1.y;v.y = v0.z * v1.x - v0.x * v1.z;v.z = v0.x * v1.y - v0.y * v1.x;};Vector3.normalize = function (v) {var l = v.x * v.x + v.y * v.y + v.z * v.z;if (l > 0.00001) {l = 1.0 / Math.sqrt(l);v.x *= l;v.y *= l;v.z *= l;}};Vector3.arrayForm = function (v) {if (v.array) {v.array[0] = v.x;v.array[1] = v.y;v.array[2] = v.z;} else {v.array = new Float32Array([v.x, v.y, v.z]);}return v.array;};Matrix44.createIdentity = function () {return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);};Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;var w = h * aspect;m[0] = 2.0 * near / w;m[1] = 0.0;m[2] = 0.0;m[3] = 0.0;m[4] = 0.0;m[5] = 2.0 * near / h;m[6] = 0.0;m[7] = 0.0;m[8] = 0.0;m[9] = 0.0;m[10] = -(far + near) / (far - near);m[11] = -1.0;m[12] = 0.0;m[13] = 0.0;m[14] = -2.0 * far * near / (far - near);m[15] = 0.0;};Matrix44.loadLookAt = function (m, vpos, vlook, vup) {var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);Vector3.normalize(frontv);var sidev = Vector3.create(1.0, 0.0, 0.0);Vector3.cross(sidev, vup, frontv);Vector3.normalize(sidev);var topv = Vector3.create(1.0, 0.0, 0.0);Vector3.cross(topv, frontv, sidev);Vector3.normalize(topv);m[0] = sidev.x;m[1] = topv.x;m[2] = frontv.x;m[3] = 0.0;m[4] = sidev.y;m[5] = topv.y;m[6] = frontv.y;m[7] = 0.0;m[8] = sidev.z;m[9] = topv.z;m[10] = frontv.z;m[11] = 0.0;m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);m[15] = 1.0;};var timeInfo = {'start': 0, 'prev': 0,'delta': 0, 'elapsed': 0};var gl;var renderSpec = {'width': 0,'height': 0,'aspect': 1,'array': new Float32Array(3),'halfWidth': 0,'halfHeight': 0,'halfArray': new Float32Array(3)};renderSpec.setSize = function (w, h) {renderSpec.width = w;renderSpec.height = h;renderSpec.aspect = renderSpec.width / renderSpec.height;renderSpec.array[0] = renderSpec.width;renderSpec.array[1] = renderSpec.height;renderSpec.array[2] = renderSpec.aspect;renderSpec.halfWidth = Math.floor(w / 2);renderSpec.halfHeight = Math.floor(h / 2);renderSpec.halfArray[0] = renderSpec.halfWidth;renderSpec.halfArray[1] = renderSpec.halfHeight;renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;};function deleteRenderTarget(rt) {gl.deleteFramebuffer(rt.frameBuffer);gl.deleteRenderbuffer(rt.renderBuffer);gl.deleteTexture(rt.texture);}function createRenderTarget(w, h) {var ret = {'width': w,'height': h,'sizeArray': new Float32Array([w, h, w / h]),'dtxArray': new Float32Array([1.0 / w, 1.0 / h])};ret.frameBuffer = gl.createFramebuffer();ret.renderBuffer = gl.createRenderbuffer();ret.texture = gl.createTexture();gl.bindTexture(gl.TEXTURE_2D, ret.texture);gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);gl.bindTexture(gl.TEXTURE_2D, null);gl.bindRenderbuffer(gl.RENDERBUFFER, null);gl.bindFramebuffer(gl.FRAMEBUFFER, null);return ret;}function compileShader(shtype, shsrc) {var retsh = gl.createShader(shtype);gl.shaderSource(retsh, shsrc);gl.compileShader(retsh);if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {var errlog = gl.getShaderInfoLog(retsh);gl.deleteShader(retsh);console.error(errlog);return null;}return retsh;}function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);if (vsh == null || fsh == null) {return null;}var prog = gl.createProgram();gl.attachShader(prog, vsh);gl.attachShader(prog, fsh);gl.deleteShader(vsh);gl.deleteShader(fsh);gl.linkProgram(prog);if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {var errlog = gl.getProgramInfoLog(prog);console.error(errlog);return null;}if (uniformlist) {prog.uniforms = {};for (var i = 0; i < uniformlist.length; i++) {prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);}}if (attrlist) {prog.attributes = {};for (var i = 0; i < attrlist.length; i++) {var attr = attrlist[i];prog.attributes[attr] = gl.getAttribLocation(prog, attr);}}return prog;}function useShader(prog) {gl.useProgram(prog);for (var attr in prog.attributes) {gl.enableVertexAttribArray(prog.attributes[attr]);}}function unuseShader(prog) {for (var attr in prog.attributes) {gl.disableVertexAttribArray(prog.attributes[attr]);}gl.useProgram(null);}var projection = {'angle': 60,'nearfar': new Float32Array([0.1, 100.0]),'matrix': Matrix44.createIdentity()};var camera = {'position': Vector3.create(0, 0, 100),'lookat': Vector3.create(0, 0, 0),'up': Vector3.create(0, 1, 0),'dof': Vector3.create(10.0, 4.0, 8.0),'matrix': Matrix44.createIdentity()};var pointFlower = {};var meshFlower = {};var sceneStandBy = false;var BlossomParticle = function () {this.velocity = new Array(3);this.rotation = new Array(3);this.position = new Array(3);this.euler = new Array(3);this.size = 1.0;this.alpha = 1.0;this.zkey = 0.0;};BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {this.velocity[0] = vx;this.velocity[1] = vy;this.velocity[2] = vz;};BlossomParticle.prototype.setRotation = function (rx, ry, rz) {this.rotation[0] = rx;this.rotation[1] = ry;this.rotation[2] = rz;};BlossomParticle.prototype.setPosition = function (nx, ny, nz) {this.position[0] = nx;this.position[1] = ny;this.position[2] = nz;};BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {this.euler[0] = rx;this.euler[1] = ry;this.euler[2] = rz;};BlossomParticle.prototype.setSize = function (s) {this.size = s;};BlossomParticle.prototype.update = function (dt, et) {this.position[0] += this.velocity[0] * dt;this.position[1] += this.velocity[1] * dt;this.position[2] += this.velocity[2] * dt;this.euler[0] += this.rotation[0] * dt;this.euler[1] += this.rotation[1] * dt;this.euler[2] += this.rotation[2] * dt;};function createPointFlowers() {var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);renderSpec.pointSize = {'min': prm[0], 'max': prm[1]};var vtxsrc = document.getElementById("sakura_point_vsh").textContent;var frgsrc = document.getElementById("sakura_point_fsh").textContent;pointFlower.program = createShader(vtxsrc, frgsrc,['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],['aPosition', 'aEuler', 'aMisc']);useShader(pointFlower.program);pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);pointFlower.numFlowers = 1600;pointFlower.particles = new Array(pointFlower.numFlowers);pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));pointFlower.positionArrayOffset = 0;pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;pointFlower.buffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);gl.bindBuffer(gl.ARRAY_BUFFER, null);unuseShader(pointFlower.program);for (var i = 0; i < pointFlower.numFlowers; i++) {pointFlower.particles[i] = new BlossomParticle();}}function initPointFlowers() {pointFlower.area = Vector3.create(20.0, 20.0, 20.0);pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;pointFlower.fader.x = 10.0;pointFlower.fader.y = pointFlower.area.z;pointFlower.fader.z = 0.1;var PI2 = Math.PI * 2.0;var tmpv3 = Vector3.create(0, 0, 0);var tmpv = 0;var symmetryrand = function () {return (Math.random() * 2.0 - 1.0);};for (var i = 0; i < pointFlower.numFlowers; i++) {var tmpprtcl = pointFlower.particles[i];tmpv3.x = symmetryrand() * 0.3 + 0.8;tmpv3.y = symmetryrand() * 0.2 - 1.0;tmpv3.z = symmetryrand() * 0.3 + 0.5;Vector3.normalize(tmpv3);tmpv = 2.0 + Math.random() * 1.0;tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);tmpprtcl.setRotation(symmetryrand() * PI2 * 0.5,symmetryrand() * PI2 * 0.5,symmetryrand() * PI2 * 0.5);tmpprtcl.setPosition(symmetryrand() * pointFlower.area.x,symmetryrand() * pointFlower.area.y,symmetryrand() * pointFlower.area.z);tmpprtcl.setEulerAngles(Math.random() * Math.PI * 2.0,Math.random() * Math.PI * 2.0,Math.random() * Math.PI * 2.0);tmpprtcl.setSize(0.9 + Math.random() * 0.1);}}function renderPointFlowers() {var PI2 = Math.PI * 2.0;var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];var repeatPos = function (prt, cmp, limit) {if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {if (prt.position[cmp] > 0) {prt.position[cmp] -= limit * 2.0;} else {prt.position[cmp] += limit * 2.0;}}};var repeatEuler = function (prt, cmp) {prt.euler[cmp] = prt.euler[cmp] % PI2;if (prt.euler[cmp] < 0.0) {prt.euler[cmp] += PI2;}};for (var i = 0; i < pointFlower.numFlowers; i++) {var prtcl = pointFlower.particles[i];prtcl.update(timeInfo.delta, timeInfo.elapsed);repeatPos(prtcl, 0, pointFlower.area.x);repeatPos(prtcl, 1, pointFlower.area.y);repeatPos(prtcl, 2, pointFlower.area.z);repeatEuler(prtcl, 0);repeatEuler(prtcl, 1);repeatEuler(prtcl, 2);prtcl.alpha = 1.0;prtcl.zkey = (camera.matrix[2] * prtcl.position[0]+ camera.matrix[6] * prtcl.position[1]+ camera.matrix[10] * prtcl.position[2]+ camera.matrix[14]);}pointFlower.particles.sort(function (p0, p1) {return p0.zkey - p1.zkey;});var ipos = pointFlower.positionArrayOffset;var ieuler = pointFlower.eulerArrayOffset;var imisc = pointFlower.miscArrayOffset;for (var i = 0; i < pointFlower.numFlowers; i++) {var prtcl = pointFlower.particles[i];pointFlower.dataArray[ipos] = prtcl.position[0];pointFlower.dataArray[ipos + 1] = prtcl.position[1];pointFlower.dataArray[ipos + 2] = prtcl.position[2];ipos += 3;pointFlower.dataArray[ieuler] = prtcl.euler[0];pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];ieuler += 3;pointFlower.dataArray[imisc] = prtcl.size;pointFlower.dataArray[imisc + 1] = prtcl.alpha;imisc += 2;}gl.enable(gl.BLEND);gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);var prog = pointFlower.program;useShader(prog);gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);for (var i = 1; i < 2; i++) {var zpos = i * -2.0;pointFlower.offset[0] = pointFlower.area.x * -1.0;pointFlower.offset[1] = pointFlower.area.y * -1.0;pointFlower.offset[2] = pointFlower.area.z * zpos;gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);pointFlower.offset[0] = pointFlower.area.x * -1.0;pointFlower.offset[1] = pointFlower.area.y * 1.0;pointFlower.offset[2] = pointFlower.area.z * zpos;gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);pointFlower.offset[0] = pointFlower.area.x * 1.0;pointFlower.offset[1] = pointFlower.area.y * -1.0;pointFlower.offset[2] = pointFlower.area.z * zpos;gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);pointFlower.offset[0] = pointFlower.area.x * 1.0;pointFlower.offset[1] = pointFlower.area.y * 1.0;pointFlower.offset[2] = pointFlower.area.z * zpos;gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);}pointFlower.offset[0] = 0.0;pointFlower.offset[1] = 0.0;pointFlower.offset[2] = 0.0;gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);gl.bindBuffer(gl.ARRAY_BUFFER, null);unuseShader(prog);gl.enable(gl.DEPTH_TEST);gl.disable(gl.BLEND);}function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {var ret = {};var unifs = ['uResolution', 'uSrc', 'uDelta'];if (exunifs) {unifs = unifs.concat(exunifs);}var attrs = ['aPosition'];if (exattrs) {attrs = attrs.concat(exattrs);}ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);useShader(ret.program);ret.dataArray = new Float32Array([-1.0, -1.0,1.0, -1.0,-1.0, 1.0,1.0, 1.0]);ret.buffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);gl.bindBuffer(gl.ARRAY_BUFFER, null);unuseShader(ret.program);return ret;}function useEffect(fxobj, srctex) {var prog = fxobj.program;useShader(prog);gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);if (srctex != null) {gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);gl.uniform1i(prog.uniforms.uSrc, 0);gl.activeTexture(gl.TEXTURE0);gl.bindTexture(gl.TEXTURE_2D, srctex.texture);}}function drawEffect(fxobj) {gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);}function unuseEffect(fxobj) {unuseShader(fxobj.program);}var effectLib = {};function createEffectLib() {var vtxsrc, frgsrc;var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;frgsrc = document.getElementById("bg_fsh").textContent;effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);vtxsrc = document.getElementById("pp_final_vsh").textContent;frgsrc = document.getElementById("pp_final_fsh").textContent;effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);}function createBackground() {}function initBackground() {}function renderBackground() {gl.disable(gl.DEPTH_TEST)useEffect(effectLib.sceneBg, null);gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);drawEffect(effectLib.sceneBg);unuseEffect(effectLib.sceneBg);gl.enable(gl.DEPTH_TEST);}var postProcess = {};function createPostProcess() {}function initPostProcess() {}function renderPostProcess() {gl.enable(gl.TEXTURE_2D);gl.disable(gl.DEPTH_TEST);var bindRT = function (rt, isclear) {gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);gl.viewport(0, 0, rt.width, rt.height);if (isclear) {gl.clearColor(0, 0, 0, 0);gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);}};bindRT(renderSpec.wHalfRT0, true);useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);drawEffect(effectLib.mkBrightBuf);unuseEffect(effectLib.mkBrightBuf);for (var i = 0; i < 2; i++) {var p = 1.5 + 1 * i;var s = 2.0 + 1 * i;bindRT(renderSpec.wHalfRT1, true);useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);drawEffect(effectLib.dirBlur);unuseEffect(effectLib.dirBlur);bindRT(renderSpec.wHalfRT0, true);useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);drawEffect(effectLib.dirBlur);unuseEffect(effectLib.dirBlur);}gl.bindFramebuffer(gl.FRAMEBUFFER, null);gl.viewport(0, 0, renderSpec.width, renderSpec.height);gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);useEffect(effectLib.finalComp, renderSpec.mainRT);gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);gl.activeTexture(gl.TEXTURE1);gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);drawEffect(effectLib.finalComp);unuseEffect(effectLib.finalComp);gl.enable(gl.DEPTH_TEST);}var SceneEnv = {};function createScene() {createEffectLib();createBackground();createPointFlowers();createPostProcess();sceneStandBy = true;}function initScene() {initBackground();initPointFlowers();initPostProcess();camera.position.z = pointFlower.area.z + projection.nearfar[0];projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);}function renderScene() {Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);gl.enable(gl.DEPTH_TEST);gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);gl.clearColor(0.005, 0, 0.05, 0);gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);renderBackground();renderPointFlowers();renderPostProcess();}function onResize(e) {makeCanvasFullScreen(document.getElementById("sakura"));setViewports();if (sceneStandBy) {initScene();}}function setViewports() {renderSpec.setSize(gl.canvas.width, gl.canvas.height);gl.clearColor(0.2, 0.2, 0.5, 1.0);gl.viewport(0, 0, renderSpec.width, renderSpec.height);var rtfunc = function (rtname, rtw, rth) {var rt = renderSpec[rtname];if (rt) deleteRenderTarget(rt);renderSpec[rtname] = createRenderTarget(rtw, rth);};rtfunc('mainRT', renderSpec.width, renderSpec.height);rtfunc('wFullRT0', renderSpec.width, renderSpec.height);rtfunc('wFullRT1', renderSpec.width, renderSpec.height);rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);}function render() {renderScene();}var animating = true;function toggleAnimation(elm) {animating ^= true;if (animating) animate();if (elm) {elm.innerHTML = animating ? "Stop" : "Start";}}function stepAnimation() {if (!animating) animate();}function animate() {var curdate = new Date();timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;timeInfo.prev = curdate;if (animating) requestAnimationFrame(animate);render();}function makeCanvasFullScreen(canvas) {var b = document.body;var d = document.documentElement;fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);canvas.width = fullw;canvas.height = fullh;}window.addEventListener('load', function (e) {var canvas = document.getElementById("sakura");try {makeCanvasFullScreen(canvas);gl = canvas.getContext('experimental-webgl');} catch (e) {alert("WebGL not supported." + e);console.error(e);return;}window.addEventListener('resize', onResize);setViewports();createScene();initScene();timeInfo.start = new Date();timeInfo.prev = timeInfo.start;animate();});(function (w, r) {w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) {w.setTimeout(c, 1000 / 60);};})(window, 'equestAnimationFrame');
</script>
</html>

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