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    <title>DEV Community: Jesse Solomon</title>
    <description>The latest articles on DEV Community by Jesse Solomon (@jessesolomon).</description>
    <link>https://dev.to/jessesolomon</link>
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      <title>DEV Community: Jesse Solomon</title>
      <link>https://dev.to/jessesolomon</link>
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      <title>Creating an Impossible Box with GLSL &amp; THREE.js</title>
      <dc:creator>Jesse Solomon</dc:creator>
      <pubDate>Tue, 02 Mar 2021 18:56:21 +0000</pubDate>
      <link>https://dev.to/jessesolomon/creating-an-impossible-box-with-glsl-three-js-3mi5</link>
      <guid>https://dev.to/jessesolomon/creating-an-impossible-box-with-glsl-three-js-3mi5</guid>
      <description>&lt;p&gt;One of my favorite types of visualizations are the physically impossible ones. And of those, one of the most fun is a bigger-on-the-inside box!&lt;/p&gt;

&lt;h1&gt;
  
  
  The Final Product
&lt;/h1&gt;

&lt;p&gt;If you want to play around with it yourself, you can view it &lt;a href="https://interior.jessesolomon.dev" rel="noopener noreferrer"&gt;on my website&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;And you can check out the fully commented &lt;a href="https://github.com/JesseSolomon/interior" rel="noopener noreferrer"&gt;GitGub repository&lt;/a&gt; for more insight.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnmrkbzcyrzsou411qgot.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnmrkbzcyrzsou411qgot.gif" alt="Demo"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Let's Build It!
&lt;/h1&gt;

&lt;p&gt;If you're not familiar with the basics of how shaders and WebGL works, I highly recommend you check out this &lt;a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders" rel="noopener noreferrer"&gt;MDN article&lt;/a&gt; on the topic.&lt;/p&gt;

&lt;p&gt;Now let's dive into how I went about building this!&lt;/p&gt;

&lt;p&gt;To begin, let's talk about the feature that made this whole thing work &lt;code&gt;discard&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;The fragment shader has a special keyword that works similarly to &lt;code&gt;return&lt;/code&gt; in a common programming language. &lt;code&gt;discard&lt;/code&gt; instructs the GPU to not render the current fragment, allowing whatever is behind it to show through. You can read more about it &lt;a href="https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/discard.php" rel="noopener noreferrer"&gt;here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Using this feature we can turn a boring regular cube, into a super cool transparent cube!&lt;/p&gt;

&lt;p&gt;&lt;a href="https://github.com/JesseSolomon/interior/blob/main/public/outer_fragment.glsl" rel="noopener noreferrer"&gt;Source: outer_fragment.glsl&lt;/a&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Check if the fragment is far enough along any axis&lt;/span&gt;
&lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;x_edge&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;worldPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;y_edge&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;worldPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;64&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;z_edge&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;worldPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;z&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Check that the fragment is at the edge of at least two axis'&lt;/span&gt;
&lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="n"&gt;y_edge&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="n"&gt;z_edge&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;discard&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="n"&gt;y_edge&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="n"&gt;x_edge&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;discard&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fy759ah95483zizblcl84.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fy759ah95483zizblcl84.png" alt="Transparent Box"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Now we just need to find a way to tell which face we're seeing though. This was by far the most difficult part, not because the solution was terribly hard, mostly because I'm not very good at math.&lt;/p&gt;

&lt;p&gt;So let's go over how I went about implementing this.&lt;/p&gt;

&lt;p&gt;1st, since there's a top and bottom to our box, we don't really need to work in 3D for this. So let's think of our 3D box, as a 2D box:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmr9u0oz22zqv9mpa6ype.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmr9u0oz22zqv9mpa6ype.png" alt="Whiteboard Box"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Now, we can take the 3D geometry (red) that's inside of the box, and flatten it to 2D:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fe5n8v79r40j4dufj7i81.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fe5n8v79r40j4dufj7i81.png" alt="Whiteboard Geometry"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Next, let's add a camera (blue) and some example fragments we want to render (green):&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmtfh1of70dm2gtviayws.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fmtfh1of70dm2gtviayws.png" alt="Whiteboard Rendering"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;With this setup, we can make a line between our fragments and the camera, and check which face they go through:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fc3izuczfddfmivydst9e.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fc3izuczfddfmivydst9e.png" alt="Whiteboard Line Intersection"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If we apply this method to our box, and give a color to each face we get this fun effect!&lt;/p&gt;

&lt;p&gt;&lt;a href="https://github.com/JesseSolomon/interior/commit/da56b48db681a0889adc06b8c716a1918109b98e#diff-4555993f6120ca48f815318bfff88f00fa8b2c5ef3bdfd26e5c68bb742219ac0" rel="noopener noreferrer"&gt;Source: inner_fragment.glsl&lt;/a&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Define all the corners of our box&lt;/span&gt;
&lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;corners&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec2&lt;/span&gt;&lt;span class="p"&gt;[](&lt;/span&gt;&lt;span class="kt"&gt;vec2&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="kt"&gt;vec2&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="kt"&gt;vec2&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="kt"&gt;vec2&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

&lt;span class="c1"&gt;// Define a line from the fragment's position (A) to the camera (B)&lt;/span&gt;
&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;worldPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;xz&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;cameraPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;xz&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;intersectedFace&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Iterate over each face&lt;/span&gt;
&lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Get the second point for our face&lt;/span&gt;
    &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;next&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mod&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

    &lt;span class="c1"&gt;// Create a line from 2 corners based on the face&lt;/span&gt;
    &lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;c&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;corners&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
    &lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;d&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;corners&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;next&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

    &lt;span class="c1"&gt;// Does line 1 and 2 intersect? If so, assign the intersected face&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;intersect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;c&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;d&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;intersectedFace&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Color the fragment based on the face&lt;/span&gt;
&lt;span class="k"&gt;switch&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;intersectedFace&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="nb"&gt;gl_FragColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec4&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="nb"&gt;gl_FragColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec4&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="nb"&gt;gl_FragColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec4&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="nb"&gt;gl_FragColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec4&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="nb"&gt;gl_FragColor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec4&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F5qa1pxdmgorq3l2i9hl2.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F5qa1pxdmgorq3l2i9hl2.gif" alt="Face Detection"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;From here, we can just assign a face to each object we want inside, and &lt;code&gt;discard&lt;/code&gt; any fragments that don't pass through the given face.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://github.com/JesseSolomon/interior/blob/main/public/inner_fragment.glsl" rel="noopener noreferrer"&gt;Source: inner_fragment.glsl&lt;/a&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Define a line from the fragment's position (A) to the camera (B)&lt;/span&gt;
&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;worldPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;xz&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;cameraPosition&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;xz&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Get the second point to define the face&lt;/span&gt;
&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;next&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mod&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;face&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

&lt;span class="c1"&gt;// Define a line at the given face&lt;/span&gt;
&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;c&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;corners&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;face&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;d&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;corners&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;next&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

&lt;span class="c1"&gt;// If the defined lines do NOT intersect, then discard the fragment&lt;/span&gt;
&lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="n"&gt;intersect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;c&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;d&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;discard&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then we'll just add some interesting animated objects, a little directional lighting for depth, and we're done!&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnmrkbzcyrzsou411qgot.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnmrkbzcyrzsou411qgot.gif" alt="Demo"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Thanks for reading! I hope you enjoyed it as much as I had making it!&lt;/p&gt;

</description>
      <category>glsl</category>
      <category>threejs</category>
      <category>javascript</category>
    </item>
    <item>
      <title>Recreating a classic starfield in GLSL &amp; three.js</title>
      <dc:creator>Jesse Solomon</dc:creator>
      <pubDate>Sun, 21 Feb 2021 19:37:38 +0000</pubDate>
      <link>https://dev.to/jessesolomon/recreating-a-classic-starfield-in-glsl-three-js-ii</link>
      <guid>https://dev.to/jessesolomon/recreating-a-classic-starfield-in-glsl-three-js-ii</guid>
      <description>&lt;p&gt;A &lt;a href="https://youtu.be/17WoOqgXsRM"&gt;starfield&lt;/a&gt; was one of the first things I built when learning to program. It's been quite some time now, and I've started learning shader programming with &lt;a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders"&gt;GLSL&lt;/a&gt; and &lt;a href="https://threejs.org/"&gt;three.js&lt;/a&gt;, so I decided why not go back to where it all started!&lt;/p&gt;

&lt;h1&gt;
  
  
  The Final Product
&lt;/h1&gt;

&lt;p&gt;If you're in a hurry and just want to see what I've put together, you can look at &lt;a href="https://starfield.jessesolomon.dev/"&gt;the final product here&lt;/a&gt;, and view the GitHub repository &lt;a href="https://github.com/JesseSolomon/starfield"&gt;here&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;(I'd drop a gif, but you couldn't really make out what's happening 🤷‍♂️)&lt;/p&gt;

&lt;h1&gt;
  
  
  Let's Build It!
&lt;/h1&gt;

&lt;p&gt;If you're not familiar with shader programming, don't worry! I'll be sure to keep it informative, but accessible.&lt;/p&gt;

&lt;p&gt;Also, there's a lot of boring padding code to get everything running, so all the GLSL here is paraphrased for your enjoyment (and my own sanity). Take a look at the &lt;a href="https://github.com/JesseSolomon/starfield"&gt;repository&lt;/a&gt; for the real code.&lt;/p&gt;

&lt;h3&gt;
  
  
  Part 1 - The classical approach
&lt;/h3&gt;

&lt;p&gt;let's start with the most straight forward way to do this, a rough GLSL port of what you might write in JavaScript:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Loop through all the stars we want&lt;/span&gt;
&lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;STAR_COUNT&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Give the star a random position&lt;/span&gt;
    &lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;star&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec2&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;random&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;random&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// Get the direction from the center to the star, and scale it by time and a random offset&lt;/span&gt;
    &lt;span class="n"&gt;star&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;star&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;mod&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;time&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;random&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;16&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;414214&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// If the star is within 0.1% if the viewport size then draw it as white&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;distance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;screenPosition&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;star&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mo"&gt;001&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;color&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kt"&gt;vec3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;So what's wrong with this method? Mostly, that it just doesn't scale. GLSL runs your shader for every pixel, you can think about it like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;pixel&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;screen&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;star&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;stars&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This is horribly inefficient!&lt;/p&gt;

&lt;p&gt;So how can we make this more performant, and maybe make it even better?&lt;/p&gt;

&lt;h3&gt;
  
  
  Part 2 - Let's make it better!
&lt;/h3&gt;

&lt;p&gt;In order to make this thing awesome, we're going to need to fix the biggest issue. Iterating over hundreds of stars.&lt;/p&gt;

&lt;p&gt;My favorite thing to do in a situation like this is to try a totally new perspective. Like, what if instead of each star being a point emitted from the center, it was a point along a column that went from the center to the edge?&lt;/p&gt;

&lt;p&gt;Imagine a pie that covered the entire screen, each slice would represent one star traveling from the center to the edge.&lt;/p&gt;

&lt;p&gt;Since the "slices" wouldn't move, we could map &lt;code&gt;screenPosition&lt;/code&gt; to a slice, and figure out what star to process:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="kt"&gt;vec2&lt;/span&gt; &lt;span class="n"&gt;direction&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;screenPosition&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;STAR_DENSITY&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="n"&gt;STAR_DENSITY&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;We can define &lt;code&gt;STAR_DENSITY&lt;/code&gt; for the number of slices we want.&lt;/p&gt;

&lt;p&gt;Now, instead of using &lt;code&gt;i&lt;/code&gt; to figure out the stars offset, we can convert &lt;code&gt;direction&lt;/code&gt; from a point, to a float and use that instead:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="c1"&gt;// I'm using `scale` because `distance` is a built-in method&lt;/span&gt;
&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;scale&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;mod&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;time&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;random&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;direction&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;direction&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mi"&gt;414214&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;With a &lt;code&gt;direction&lt;/code&gt; and a &lt;code&gt;scale&lt;/code&gt; we've now defined our star using polar coordinates, using just the &lt;code&gt;screenPosition&lt;/code&gt;!&lt;/p&gt;

&lt;p&gt;We can now do our distance check like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight glsl"&gt;&lt;code&gt;&lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;scale&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="n"&gt;distance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;screenPosition&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;vec3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="mo"&gt;001&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;...&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;🎉 Tada, mission accomplished! We've now not only improved performance, but created a super dense starfield visualization that you couldn't do in JavaScript!&lt;/p&gt;

&lt;p&gt;Thanks for reading, I hope you enjoyed the article, I aim to make more of these (hopefully better) so if you have any feedback please let me know!&lt;/p&gt;

</description>
      <category>glsl</category>
      <category>threejs</category>
      <category>javascript</category>
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