vertexShader = `
attribute vec3 atDepth;
attribute float size;
attribute float time;
varying vec3 vColor;
uniform float progress;
float timeWindow = ${timeWindow};
// Simplex 2D noise
//
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float random (float seed) {
return fract(sin(seed)*100000.0);
}
float nearTime(float eventTime, float progress) {
float distance = abs(eventTime - (progress - floor(progress)));
if (distance <= timeWindow) {
return cos((1.0 - (distance / timeWindow)) * 3.1415);
}
return 0.0;
}
void main() {
vColor = color;
float nearTime = nearTime(time, progress);
gl_PointSize = max(size, size * nearTime);
float noise = snoise(vec2(size, progress));
float shakeStrength = float(${shaking});
float xShake = snoise(vec2(progress * 0.1/${speed}, atDepth.x));
float yShake = snoise(vec2(progress * 0.1/${speed}, atDepth.y));
float zShake = snoise(vec2(progress * 0.1/${speed}, atDepth.z));
vec3 shake = vec3(xShake, yShake, zShake);
vec3 newPosition = atDepth + shake * shakeStrength * nearTime;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition , 1.0);
}
`