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文章構成の修正
test
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@@ -1,429 +1 @@
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自己解決できました!
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```JavaScript
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export default class Slider {
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constructor() {
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this.scene = new THREE.Scene();
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this.uniforms = {
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intensity: { value: 1, type: 'f', min: 0., max: 3 }
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};
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this.renderer = new THREE.WebGLRenderer();
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this.width = window.innerWidth;
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this.height = window.innerHeight;
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.setSize(this.width, this.height);
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this.renderer.setClearColor(0xeeeeee, 1);
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this.easing = 'easeInOut'
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this.container = document.getElementById('slider');
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this.images = JSON.parse(this.container.getAttribute('data-images'));
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this.width = this.container.offsetWidth;
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this.height = this.container.offsetHeight;
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this.container.appendChild(this.renderer.domElement);
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this.camera = new THREE.PerspectiveCamera(
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70,
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window.innerWidth / window.innerHeight,
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0.001,
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1000
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);
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this.camera.position.set(0, 0, 2);
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this.time = 0;
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this.current = 0;
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this.textures = [];
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}
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init(complete) {
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this.initiate(() => {
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window.addEventListener('resize', this.resize.bind(this));
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this.settings = { progress: 0.5 };
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Object.keys(this.uniforms).forEach((item) => {
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this.settings[item] = this.uniforms[item].value;
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});
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this.material = new THREE.ShaderMaterial({
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extensions: {
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derivatives: '#extension GL_OES_standard_derivatives : enable'
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},
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side: THREE.DoubleSide,
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uniforms: {
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time: { type: 'f', value: 0 },
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progress: { type: 'f', value: 0 },
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border: { type: 'f', value: 0 },
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intensity: { type: 'f', value: 0 },
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scaleX: { type: 'f', value: 40 },
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scaleY: { type: 'f', value: 40 },
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transition: { type: 'f', value: 40 },
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swipe: { type: 'f', value: 0 },
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width: { type: 'f', value: 0 },
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radius: { type: 'f', value: 0 },
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texture1: { type: 'f', value: this.textures[0] },
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texture2: { type: 'f', value: this.textures[1] },
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displacement: { type: 'f', value: new THREE.TextureLoader().load('disp1.jpg') },
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resolution: { type: 'v4', value: new THREE.Vector4() },
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direction: { type: 'f', value: 1 },
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},
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vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
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fragmentShader: `
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uniform float time;
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uniform float progress;
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uniform float intensity;
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uniform float width;
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uniform float scaleX;
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uniform float scaleY;
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uniform float transition;
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uniform float radius;
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uniform float swipe;
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uniform float direction;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform sampler2D displacement;
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uniform vec4 resolution;
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varying vec2 vUv;
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mat2 getRotM(float angle) {
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float s = sin(angle);
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float c = cos(angle);
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return mat2(c, -s, s, c);
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}
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const float PI = 3.1415;
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const float angle1 = PI *0.25;
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const float angle2 = -PI *0.75;
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void main() {
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vec2 newUV = (vUv - vec2(0.5))*resolution.zw + vec2(0.5);
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vec4 disp = texture2D(displacement, newUV);
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vec2 dispVec = vec2(disp.r, disp.g);
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vec2 distortedPosition1 = newUV + getRotM(angle1) * direction * dispVec * intensity * progress;
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vec4 t1 = texture2D(texture1, distortedPosition1);
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vec2 distortedPosition2 = newUV + getRotM(angle2) * direction * dispVec * intensity * (1.0 - progress);
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vec4 t2 = texture2D(texture2, distortedPosition2);
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gl_FragColor = mix(t1, t2, progress);
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}
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`
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});
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this.geometry = new THREE.PlaneGeometry(1, 1, 2, 2);
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this.plane = new THREE.Mesh(this.geometry, this.material);
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this.scene.add(this.plane);
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this.resize();
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this.render();
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if (typeof complete === 'function') {
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complete();
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}
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});
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}
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initiate(cb) {
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let that = this;
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let count = 0;
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const resolve = (complete) => {
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that.textures[count] = new THREE.TextureLoader().load(this.images[count], () => {
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count++;
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if (count < this.images.length) {
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resolve(complete);
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} else {
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complete();
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}
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});
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};
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resolve(() => {
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cb();
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});
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}
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resize() {
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this.width = this.container.offsetWidth;
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this.height = this.container.offsetHeight;
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this.renderer.setSize(this.width, this.height);
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this.camera.aspect = this.width / this.height;
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this.imageAspect = this.textures[0].image.height/this.textures[0].image.width;
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let a1; let a2;
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if(this.height/this.width>this.imageAspect) {
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a1 = (this.width/this.height) * this.imageAspect ;
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a2 = 1;
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} else{
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a1 = 1;
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a2 = (this.height/this.width) / this.imageAspect;
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}
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this.material.uniforms.resolution.value.x = this.width;
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this.material.uniforms.resolution.value.y = this.height;
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this.material.uniforms.resolution.value.z = a1;
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this.material.uniforms.resolution.value.w = a2;
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const dist = this.camera.position.z;
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const height = 1;
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this.camera.fov = 2*(180/Math.PI)*Math.atan(height/(2*dist));
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this.plane.scale.x = this.camera.aspect;
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this.plane.scale.y = 1;
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this.camera.updateProjectionMatrix();
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}
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itemSwitch(dir, next, duration, complete) {
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this.material.uniforms.direction.value = dir;
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this.material.uniforms.texture2.value = this.textures[next];
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let tl = new TimelineMax();
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tl.to(this.material.uniforms.progress, duration, {
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value: 1,
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ease: Power2[this.easing],
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onComplete: () => {
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this.current = next;
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this.material.uniforms.texture1.value = this.textures[next];
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this.material.uniforms.progress.value = 0;
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if (typeof complete === 'function') {
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complete();
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}
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}})
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}
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render() {
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this.time += 0.05;
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this.material.uniforms.time.value = this.time;
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Object.keys(this.uniforms).forEach((item)=> {
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this.material.uniforms[item].value = this.settings[item];
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});
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requestAnimationFrame(this.render.bind(this));
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this.renderer.render(this.scene, this.camera);
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}
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}
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```
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