xrf.frag.uv = function(v, opts){ let { frag, mesh, model, camera, scene, renderer, THREE} = opts if( !mesh.geometry ) return // nothing to do here xrf.frag.uv.init(mesh) mesh.uv.x = v.x mesh.uv.y = v.y !== undefined ? v.y : v.x mesh.onBeforeRender = xrf.frag.uv.scroll } xrf.frag.uv.init = function(mesh){ if( !mesh.uv ) mesh.uv = {x:0, y:0, w:1, h:1, uv:false} if( !mesh.suv ) mesh.suv = {x:1, y:1, loop:false } let uv = mesh.geometry.getAttribute("uv") if( !uv.old ) uv.old = uv.clone() } xrf.frag.uv.scroll = function(){ if( this.suv.x > 0.0 || this.suv.y > 0.0 ){ let diff = 0.0 // distance to end-state (non-looping mode) let uv = this.geometry.getAttribute("uv") // translate! for( let i = 0; i < uv.count; i++ ){ let u = uv.getX(i) let v = uv.getY(i) let uTarget = uv.old.getX(i) + this.uv.x let vTarget = uv.old.getY(i) + this.uv.y if( this.suv.loop ){ u += this.suv.x * xrf.clock.delta v += this.suv.y * xrf.clock.delta }else{ // recover from super-high uv-values due to looped scrolling if( Math.abs(u-uTarget) > 1.0 ) u = uv.old.getX(i) if( Math.abs(v-vTarget) > 1.0 ) v = uv.old.getY(i) u = u > uTarget ? u + (this.suv.x * -xrf.clock.delta) : u + (this.suv.x * xrf.clock.delta) v = v > vTarget ? v + (this.suv.y * -xrf.clock.delta) : v + (this.suv.y * xrf.clock.delta) diff += Math.abs( u - uTarget ) // are we done yet? (non-looping mode) diff += Math.abs( v - vTarget ) } uv.setXY(i,u,v) } uv.needsUpdate = true if( !this.suv.loop && diff < 0.05 ){ // stop animating if done this.onBeforeRender = function(){} } } }