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d=function(){var e,t,i=new THREE.Vector3,n=500,o=500,r=200,s=!1;this.position=new THREE.Vector3,this.velocity=new THREE.Vector3,e=new THREE.Vector3,this.setGoal=function(e){t=e},this.setAvoidWalls=function(e){s=e},this.setWorldSize=function(e,t,i){n=e,o=t,r=i},this.run=function(t){s&&(i.set(-n,this.position.y,this.position.z),(i=this.avoid(i)).multiplyScalar(5),e.add(i),i.set(n,this.position.y,this.position.z),(i=this.avoid(i)).multiplyScalar(5),e.add(i),i.set(this.position.x,-o,this.position.z),(i=this.avoid(i)).multiplyScalar(5),e.add(i),i.set(this.position.x,o,this.position.z),(i=this.avoid(i)).multiplyScalar(5),e.add(i),i.set(this.position.x,this.position.y,-r),(i=this.avoid(i)).multiplyScalar(5),e.add(i),i.set(this.position.x,this.position.y,r),(i=this.avoid(i)).multiplyScalar(5),e.add(i)),Math.random()>.5&&this.flock(t),this.move()},this.flock=function(i){t&&e.add(this.reach(t,.005)),e.add(this.alignment(i)),e.add(this.cohesion(i)),e.add(this.separation(i))},this.move=function(){this.velocity.add(e);var t=this.velocity.length();t>4&&this.velocity.divideScalar(t/4),this.position.add(this.velocity),e.set(0,0,0)},this.checkBounds=function(){this.position.x>n&&(this.position.x=-n),this.position.x<-n&&(this.position.x=n),this.position.y>o&&(this.position.y=-o),this.position.y<-o&&(this.position.y=o),this.position.z>r&&(this.position.z=-r),this.position.z<-r&&(this.position.z=r)},this.avoid=function(e){var t=new THREE.Vector3;return t.copy(this.position),t.sub(e),t.multiplyScalar(1/this.position.distanceToSquared(e)),t},this.repulse=function(t){var i=this.position.distanceTo(t);if(i<150){var n=new THREE.Vector3;n.subVectors(this.position,t),n.multiplyScalar(.5/i),e.add(n)}},this.reach=function(e,t){var i=new THREE.Vector3;return i.subVectors(e,this.position),i.multiplyScalar(t),i},this.alignment=function(e){for(var t,i,n=new THREE.Vector3,o=0,r=0,s=e.length;r<s;r++)Math.random()>.6||(i=(t=e[r]).position.distanceTo(this.position))>0&&i<=100&&(n.add(t.velocity),o++);if(o>0){n.divideScalar(o);var a=n.length();a>.1&&n.divideScalar(a/.1)}return n},this.cohesion=function(e){for(var t,i,n=new THREE.Vector3,o=new THREE.Vector3,r=0,s=0,a=e.length;s<a;s++)Math.random()>.6||(i=(t=e[s]).position.distanceTo(this.position))>0&&i<=100&&(n.add(t.position),r++);r>0&&n.divideScalar(r),o.subVectors(n,this.position);var l=o.length();return l>.1&&o.divideScalar(l/.1),o},this.separation=function(e){for(var t,i,n=new THREE.Vector3,o=new THREE.Vector3,r=0,s=e.length;r<s;r++)Math.random()>.6||(i=(t=e[r]).position.distanceTo(this.position))>0&&i<=100&&(o.subVectors(this.position,t.position),o.normalize(),o.divideScalar(i),n.add(o));return n}};const p="uniform float time;\nuniform float delta;\n\nvoid main() {\n\n  vec2 uv = gl_FragCoord.xy / resolution.xy;\n  vec4 tmpPos = texture2D( texturePosition, uv );\n  vec3 position = tmpPos.xyz;\n  vec3 velocity = texture2D( textureVelocity, uv ).xyz;\n\n  float phase = tmpPos.w;\n\n  phase = mod( ( phase + delta +\n    length( velocity.xz ) * delta * 3. +\n    max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );\n\n  gl_FragColor = vec4( position + velocity * delta * 15. , phase );\n\n}",f="uniform float time;\nuniform float testing;\nuniform float delta; // about 0.016\nuniform float separationDistance; // 20\nuniform float alignmentDistance; // 40\nuniform float cohesionDistance;\nuniform float speedLimit;\nuniform float freedomFactor;\nuniform vec3 predator;\n\nconst float width = resolution.x;\nconst float height = resolution.y;\n\nconst float PI = 3.141592653589793;\nconst float PI_2 = PI * 2.0;\n// const float VISION = PI * 0.55;\n\nfloat zoneRadius = 40.0;\nfloat zoneRadiusSquared = 1600.0;\n\nfloat separationThresh = 0.45;\nfloat alignmentThresh = 0.65;\n\nconst float UPPER_BOUNDS = BOUNDS;\nconst float LOWER_BOUNDS = -UPPER_BOUNDS;\n\nfloat rand(vec2 co){\n  return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvoid main() {\n\n  zoneRadius = separationDistance + alignmentDistance + cohesionDistance;\n  separationThresh = separationDistance / zoneRadius;\n  alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;\n  zoneRadiusSquared = zoneRadius * zoneRadius;\n\n\n  vec2 uv = gl_FragCoord.xy / resolution.xy;\n  vec3 birdPosition, birdVelocity;\n\n  vec3 selfPosition = texture2D( texturePosition, uv ).xyz;\n  vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;\n\n  float dist;\n  vec3 dir; // direction\n  float distSquared;\n\n  float separationSquared = separationDistance * separationDistance;\n  float cohesionSquared = cohesionDistance * cohesionDistance;\n\n  float f;\n  float percent;\n\n  vec3 velocity = selfVelocity;\n\n  float limit = speedLimit;\n\n  dir = predator * UPPER_BOUNDS - selfPosition;\n  dir.z = 0.;\n  // dir.z *= 0.6;\n  dist = length( dir );\n  distSquared = dist * dist;\n\n  float preyRadius = 150.0;\n  float preyRadiusSq = preyRadius * preyRadius;\n\n  // move birds away from predator\n  if (dist < preyRadius) {\n\n    f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;\n    velocity += normalize( dir ) * f;\n    limit += 5.0;\n  }\n\n  // if (testing == 0.0) {}\n  // if ( rand( uv + time ) < freedomFactor ) {}\n\n  // Attract flocks to the center\n  vec3 central = vec3( 0., 0., 0. );\n  dir = selfPosition - central;\n  dist = length( dir );\n\n  dir.y *= 2.5;\n  velocity -= normalize( dir ) * delta * 5.;\n\n  for (float y=0.0;y<height;y++) {\n    for (float x=0.0;x<width;x++) {\n\n      vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;\n      birdPosition = texture2D( texturePosition, ref ).xyz;\n\n      dir = birdPosition - selfPosition;\n      dist = length(dir);\n\n      if (dist < 0.0001) continue;\n\n      distSquared = dist * dist;\n\n      if (distSquared > zoneRadiusSquared ) continue;\n\n      percent = distSquared / zoneRadiusSquared;\n\n      if ( percent < separationThresh ) { // low\n\n        // Separation - Move apart for comfort\n        f = (separationThresh / percent - 1.0) * delta;\n        velocity -= normalize(dir) * f;\n\n      } else if ( percent < alignmentThresh ) { // high\n\n        // Alignment - fly the same direction\n        float threshDelta = alignmentThresh - separationThresh;\n        float adjustedPercent = ( percent - separationThresh ) / threshDelta;\n\n        birdVelocity = texture2D( textureVelocity, ref ).xyz;\n\n        f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;\n        velocity += normalize(birdVelocity) * f;\n\n      } else {\n\n        // Attraction / Cohesion - move closer\n        float threshDelta = 1.0 - alignmentThresh;\n        float adjustedPercent = ( percent - alignmentThresh ) / threshDelta;\n\n        f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;\n\n        velocity += normalize(dir) * f;\n\n      }\n    }\n  }\n\n  // this make tends to fly around than down or up\n  // if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);\n\n  // Speed Limits\n  if ( length( velocity ) > limit ) {\n    velocity = normalize( velocity ) * limit;\n  }\n\n  gl_FragColor = vec4( velocity, 1.0 );\n\n}",m="attribute vec2 reference;\nattribute float birdVertex;\n\nattribute vec3 birdColor;\n\nuniform sampler2D texturePosition;\nuniform sampler2D textureVelocity;\n\nvarying vec4 vColor;\nvarying float z;\n\nuniform float time;\nuniform float birdSize;\n\nvoid main() {\n\n  vec4 tmpPos = texture2D( texturePosition, reference );\n  vec3 pos = tmpPos.xyz;\n  vec3 velocity = normalize(texture2D( textureVelocity, reference ).xyz);\n\n  vec3 newPosition = position;\n\n  if ( birdVertex == 4.0 || birdVertex == 7.0 ) {\n    // flap wings\n    newPosition.y = sin( tmpPos.w ) * 5. * birdSize;\n  }\n\n  newPosition = mat3( modelMatrix ) * newPosition;\n\n  velocity.z *= -1.;\n  float xz = length( velocity.xz );\n  float xyz = 1.;\n  float x = sqrt( 1. - velocity.y * velocity.y );\n\n  float cosry = velocity.x / xz;\n  float sinry = velocity.z / xz;\n\n  float cosrz = x / xyz;\n  float sinrz = velocity.y / xyz;\n\n  mat3 maty =  mat3(\n    cosry, 0, -sinry,\n    0    , 1, 0     ,\n    sinry, 0, cosry\n  );\n\n  mat3 matz =  mat3(\n    cosrz , sinrz, 0,\n    -sinrz, cosrz, 0,\n    0     , 0    , 1\n  );\n  newPosition =  maty * matz * newPosition;\n  newPosition += pos;\n  z = newPosition.z;\n\n  vColor = vec4( birdColor, 1.0 );\n  gl_Position = projectionMatrix *  viewMatrix  * vec4( newPosition, 1.0 );\n}",v="varying vec4 vColor;\nvarying float z;\nuniform vec3 color;\nvoid main() {\n  // Fake colors for now\n  float rr = 0.2 + ( 1000. - z ) / 1000. * vColor.x;\n  float gg = 0.2 + ( 1000. - z ) / 1000. * vColor.y;\n  float bb = 0.2 + ( 1000. - z ) / 1000. * vColor.z;\n  gl_FragColor = vec4( rr, gg, bb, 1. );\n}",y=function(e){const t=e.image.data;let i=0;const n=t.length;return(()=>{const e=[];for(;i<n;){const n=Math.random()*h-u,o=Math.random()*h-u,r=Math.random()*h-u;t[i+0]=n,t[i+1]=o,t[i+2]=r,t[i+3]=1,e.push(i+=4)}return e})()},g=function(e){const t=e.image.data;let i=0;const n=t.length;return(()=>{const e=[];for(;i<n;){const n=Math.random()-.5,o=Math.random()-.5,r=Math.random()-.5;t[i+0]=10*n,t[i+1]=10*o,t[i+2]=10*r,t[i+3]=1,e.push(i+=4)}return e})()};THREE.BirdGeometry=function(e){e.quantity&&(a=Math.pow(2,e.quantity),l=a*a);const t=3*l,i=3*t;THREE.BufferGeometry.call(this);const n=new THREE.BufferAttribute(new Float32Array(3*i),3),o=new THREE.BufferAttribute(new Float32Array(3*i),3),r=new THREE.BufferAttribute(new Float32Array(2*i),2),s=new THREE.BufferAttribute(new Float32Array(i),1);this.addAttribute("position",n),this.addAttribute("birdColor",o),this.addAttribute("reference",r),this.addAttribute("birdVertex",s);let h=0;const u=function(){for(let e=0;e<arguments.length;e++)n.array[h++]=arguments[e]},c=e.wingSpan||20,d=e.birdSize||1;for(let e=0;e<l;e++)u(0,-0,-20*d,0,4*d,-20*d,0,0,30*d),u(0,0,-15*d,-c*d,0,0,0,0,15*d),u(0,0,15*d,c*d,0,0,0,0,-15*d);const p={};for(h=0;h<3*t;h++){const t=~~(h/3),i=t%a/a,n=~~(t/a)/a,u=~~(h/9)/l,c=u.toString(),d=-1!=e.colorMode.indexOf("Gradient");let f;f=!d&&p[c]?p[c]:e.effect.getNewCol(u),d||p[c]||(p[c]=f),o.array[3*h+0]=f.r,o.array[3*h+1]=f.g,o.array[3*h+2]=f.b,r.array[2*h]=i,r.array[2*h+1]=n,s.array[h]=h%9}return this.scale(.2,.2,.2)},THREE.BirdGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);class E extends n.b{static initClass(){this.prototype.defaultOptions={backgroundColor:465199,color1:16711680,color2:53759,colorMode:"varianceGradient",birdSize:1,wingSpan:30,speedLimit:5,separation:20,alignment:20,cohesion:20,quantity:5}}initComputeRenderer(){this.gpuCompute=new r(a,a,this.renderer);const e=this.gpuCompute.createTexture(),t=this.gpuCompute.createTexture();y(e),g(t),this.velocityVariable=this.gpuCompute.addVariable("textureVelocity",f,t),this.positionVariable=this.gpuCompute.addVariable("texturePosition",p,e),this.gpuCompute.setVariableDependencies(this.velocityVariable,[this.positionVariable,this.velocityVariable]),this.gpuCompute.setVariableDependencies(this.positionVariable,[this.positionVariable,this.velocityVariable]),this.positionUniforms=this.positionVariable.material.uniforms,this.velocityUniforms=this.velocityVariable.material.uniforms,this.positionUniforms.time={value:0},this.positionUniforms.delta={value:0},this.velocityUniforms.time={value:1},this.velocityUniforms.delta={value:0},this.velocityUniforms.testing={value:1},this.velocityUniforms.separationDistance={value:1},this.velocityUniforms.alignmentDistance={value:1},this.velocityUniforms.cohesionDistance={value:1},this.velocityUniforms.speedLimit={value:1},this.velocityUniforms.freedomFactor={value:1},this.velocityUniforms.predator={value:new THREE.Vector3},this.velocityVariable.material.defines.BOUNDS=h.toFixed(2),this.velocityVariable.wrapS=THREE.RepeatWrapping,this.velocityVariable.wrapT=THREE.RepeatWrapping,this.positionVariable.wrapS=THREE.RepeatWrapping,this.positionVariable.wrapT=THREE.RepeatWrapping;const i=this.gpuCompute.init();null!==i&&console.error(i)}initGpgpuBirds(){const e=Object.assign({},this.options,{effect:this}),t=new THREE.BirdGeometry(e);this.birdUniforms={color:{value:new THREE.Color(16720384)},texturePosition:{value:null},textureVelocity:{value:null},time:{value:1},delta:{value:0},birdSize:{value:this.options.birdSize}};const i=new THREE.ShaderMaterial({uniforms:this.birdUniforms,vertexShader:m,fragmentShader:v,side:THREE.DoubleSide}),n=new THREE.Mesh(t,i);return n.rotation.y=Math.PI/2,n.matrixAutoUpdate=!1,n.updateMatrix(),this.scene.add(n)}getNewCol(e){const t=this.options,i=null!=t.color1?t.color1:4456448,n=null!=t.color2?t.color2:6684672,o=new THREE.Color(i),r=new THREE.Color(n);let s,a;if(a=-1!=t.colorMode.indexOf("Gradient")?Math.random():e,0==t.colorMode.indexOf("variance")){const e=(o.r+Math.random()*r.r).clamp(0,1),t=(o.g+Math.random()*r.g).clamp(0,1),i=(o.b+Math.random()*r.b).clamp(0,1);s=new THREE.Color(e,t,i)}else s=0==t.colorMode.indexOf("mix")?new THREE.Color(i+a*n):o.lerp(r,a);return s}onInit(){this.camera=new THREE.PerspectiveCamera(75,this.width/this.height,1,3e3),this.camera.position.z=350,this.fog=new THREE.Fog(16777215,100,1e3),this.mouseX=this.mouseY=0;const e=this.birds=[],t=this.boids=[],i=this.options;let n,o;if(s)try{this.initComputeRenderer(),this.valuesChanger=this.valuesChanger.bind(this),this.valuesChanger(),this.initGpgpuBirds()}catch(e){console.error("[vanta.js] birds init error: ",e)}else{const s=6*Math.pow(2,i.quantity);for(var r=0;r<s;r++){(n=t[r]=new d).position.x=400*Math.random()-200,n.position.y=400*Math.random()-200,n.position.z=400*Math.random()-200,n.velocity.x=2*Math.random()-1,n.velocity.y=2*Math.random()-1,n.velocity.z=2*Math.random()-1,n.setAvoidWalls(!0),n.setWorldSize(500,500,400);const h=-1!=i.colorMode.indexOf("Gradient"),u=new c(i);for(var a=0;a<u.faces.length;a++)if(h)for(var l=0;l<3;l++){const e=this.getNewCol();u.faces[a].vertexColors[l]=e}else{const e=this.getNewCol(r/s);u.faces[a].vertexColors[0]=e,u.faces[a].vertexColors[1]=e,u.faces[a].vertexColors[2]=e}(o=e[r]=new THREE.Mesh(u,new THREE.MeshBasicMaterial({color:16777215,side:THREE.DoubleSide,vertexColors:THREE.VertexColors}))).phase=Math.floor(62.83*Math.random()),o.position.x=t[r].position.x,o.position.y=t[r].position.y,o.position.z=t[r].position.z,this.scene.add(o)}}}valuesChanger(){return this.velocityUniforms.separationDistance.value=this.options.separation,this.velocityUniforms.alignmentDistance.value=this.options.alignment,this.velocityUniforms.speedLimit.value=this.options.speedLimit,this.velocityUniforms.cohesionDistance.value=this.options.cohesion}onUpdate(){this.now=performance.now(),this.last||(this.last=this.now);let e=(this.now-this.last)/1e3;if(e>1&&(e=1),this.last=this.now,s)this.positionUniforms.time.value=this.now,this.positionUniforms.delta.value=e,this.velocityUniforms.time.value=this.now,this.velocityUniforms.delta.value=e,this.birdUniforms.time.value=this.now,this.birdUniforms.delta.value=e,this.velocityUniforms.predator.value.set(this.mouseX,-this.mouseY,0),this.mouseX=1e4,this.mouseY=1e4,this.gpuCompute.compute(),this.birdUniforms.texturePosition.value=this.gpuCompute.getCurrentRenderTarget(this.positionVariable).texture,this.birdUniforms.textureVelocity.value=this.gpuCompute.getCurrentRenderTarget(this.velocityVariable).texture;else{const e=this.birds,n=this.boids;let o,r;for(var t=0,i=e.length;t<i;t++)(o=n[t]).run(n),(r=e[t]).rotation.y=Math.atan2(-o.velocity.z,o.velocity.x),r.rotation.z=Math.asin(o.velocity.y/o.velocity.length()),r.phase=(r.phase+(Math.max(0,r.rotation.z)+.1))%62.83,r.geometry.vertices[5].y=r.geometry.vertices[4].y=5*Math.sin(r.phase)*this.options.birdSize,r.geometry.verticesNeedUpdate=!0,r.position.x=n[t].position.x,r.position.y=n[t].position.y,r.position.z=n[t].position.z}}onMouseMove(e,t){if(this.mouseX=e-.5,this.mouseY=t-.5,!s){const e=this.boids;let t;for(var i=new THREE.Vector3(this.mouseX*this.width,-this.mouseY*this.height,0),n=0,o=e.length;n<o;n++)t=e[n],i.z=t.position.z,t.repulse(i)}}onDestroy(){}onResize(){}}E.initClass();t.default=n.a.register("BIRDS",E)}})});