<script src="https://lf6-cdn-tos.bytecdntp.com/cdn/expire-1-M/three.js/110/three.min.js"></script>
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<head> ... </head>
<body>
</body>
// examples
// https://threejs.org/examples/?q=particle#webgl_points_billboards
let camera
let scene
let renderer
let material
let mouseX = 0
let mouseY = 0
let windowHalfX = window.innerWidth / 2
let windowHalfY = window.innerHeight / 2
init()
animate()
function init () {
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 5, 2000)
camera.position.z = 500
scene = new THREE.Scene()
scene.fog = new THREE.FogExp2(0x0000ff, 0.001)
const geometry = new THREE.BufferGeometry()
const vertices = []
const size = 2000
for ( let i = 0; i < 20000; i ++ ) {
const x = (Math.random() * size + Math.random() * size) / 2 - size / 2
const y = (Math.random() * size + Math.random() * size) / 2 - size / 2
const z = (Math.random() * size + Math.random() * size) / 2 - size / 2
vertices.push(x, y, z)
}
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
material = new THREE.PointsMaterial({
size: 2,
color: 0xffffff,
})
const particles = new THREE.Points(geometry, material)
scene.add(particles)
renderer = new THREE.WebGLRenderer()
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
document.body.style.touchAction = 'none'
document.body.addEventListener('pointermove', onPointerMove)
window.addEventListener('resize', onWindowResize)
}
function onWindowResize () {
windowHalfX = window.innerWidth / 2
windowHalfY = window.innerHeight / 2
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
function onPointerMove (event) {
mouseX = event.clientX - windowHalfX
mouseY = event.clientY - windowHalfY
}
function animate () {
requestAnimationFrame(animate)
render()
}
function render () {
camera.position.x += (mouseX * 2 - camera.position.x) * 0.02
camera.position.y += (-mouseY * 2 - camera.position.y) * 0.02
camera.lookAt(scene.position)
renderer.render(scene, camera)
scene.rotation.x += 0.001
scene.rotation.y += 0.002
}
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