text: //來自 https://codepen.io/FrankFitzGerald/pen/LAbfm
  //作者(同分享者)也不知道這個神作從哪裡來
  (() => {
      fx.sakura.onload = function(){
          console.log("sakura is load!\ncode from https://69.run/ecnPww\ntips:This item isn't made from him")
          fx.sakura.chg_opc()
  
          var canvas = document.getElementById("sakura");
          try {
              makeCanvasFullScreen(canvas);
              gl = canvas.getContext('webgl');
          } catch (e) {
              alert("WebGL not supported." + e);
              console.error(e);
              return;
          }
  
          window.addEventListener('resize', onResize);
  
          setViewports();
          createScene();
          initScene();
  
          timeInfo.start = new Date();
          timeInfo.prev = timeInfo.start;
          animate();
      }
      //使用webGL
      // Utilities
      var Vector3 = {};
      var Matrix44 = {};
      Vector3.create = function (x, y, z) {
          return { 'x': x, 'y': y, 'z': z };
      };
      Vector3.dot = function (v0, v1) {
          return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
      };
      Vector3.cross = function (v, v0, v1) {
          v.x = v0.y * v1.z - v0.z * v1.y;
          v.y = v0.z * v1.x - v0.x * v1.z;
          v.z = v0.x * v1.y - v0.y * v1.x;
      };
      Vector3.normalize = function (v) {
          var l = v.x * v.x + v.y * v.y + v.z * v.z;
          if (l > 0.00001) {
              l = 1.0 / Math.sqrt(l);
              v.x *= l;
              v.y *= l;
              v.z *= l;
          }
      };
      Vector3.arrayForm = function (v) {
          if (v.array) {
              v.array[0] = v.x;
              v.array[1] = v.y;
              v.array[2] = v.z;
          }
          else {
              v.array = new Float32Array([v.x, v.y, v.z]);
          }
          return v.array;
      };
      Matrix44.createIdentity = function () {
          return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
      };
      Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
          var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
          var w = h * aspect;
  
          m[0] = 2.0 * near / w;
          m[1] = 0.0;
          m[2] = 0.0;
          m[3] = 0.0;
  
          m[4] = 0.0;
          m[5] = 2.0 * near / h;
          m[6] = 0.0;
          m[7] = 0.0;
  
          m[8] = 0.0;
          m[9] = 0.0;
          m[10] = -(far + near) / (far - near);
          m[11] = -1.0;
  
          m[12] = 0.0;
          m[13] = 0.0;
          m[14] = -2.0 * far * near / (far - near);
          m[15] = 0.0;
      };
      Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
          var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
          Vector3.normalize(frontv);
          var sidev = Vector3.create(1.0, 0.0, 0.0);
          Vector3.cross(sidev, vup, frontv);
          Vector3.normalize(sidev);
          var topv = Vector3.create(1.0, 0.0, 0.0);
          Vector3.cross(topv, frontv, sidev);
          Vector3.normalize(topv);
  
          m[0] = sidev.x;
          m[1] = topv.x;
          m[2] = frontv.x;
          m[3] = 0.0;
  
          m[4] = sidev.y;
          m[5] = topv.y;
          m[6] = frontv.y;
          m[7] = 0.0;
  
          m[8] = sidev.z;
          m[9] = topv.z;
          m[10] = frontv.z;
          m[11] = 0.0;
  
          m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
          m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
          m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
          m[15] = 1.0;
      };
  
      //
      var timeInfo = {
          'start': 0, 'prev': 0, // Date
          'delta': 0, 'elapsed': 0 // Number(sec)
      };
  
      //
      var gl;
      var renderSpec = {
          'width': 0,
          'height': 0,
          'aspect': 1,
          'array': new Float32Array(3),
          'halfWidth': 0,
          'halfHeight': 0,
          'halfArray': new Float32Array(3)
          // and some render targets. see setViewport()
      };
      renderSpec.setSize = function (w, h) {
          renderSpec.width = w;
          renderSpec.height = h;
          renderSpec.aspect = renderSpec.width / renderSpec.height;
          renderSpec.array[0] = renderSpec.width;
          renderSpec.array[1] = renderSpec.height;
          renderSpec.array[2] = renderSpec.aspect;
  
          renderSpec.halfWidth = Math.floor(w / 2);
          renderSpec.halfHeight = Math.floor(h / 2);
          renderSpec.halfArray[0] = renderSpec.halfWidth;
          renderSpec.halfArray[1] = renderSpec.halfHeight;
          renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
      };
  
      function deleteRenderTarget(rt) {
          gl.deleteFramebuffer(rt.frameBuffer);
          gl.deleteRenderbuffer(rt.renderBuffer);
          gl.deleteTexture(rt.texture);
      }
  
      function createRenderTarget(w, h) {
          var ret = {
              'width': w,
              'height': h,
              'sizeArray': new Float32Array([w, h, w / h]),
              'dtxArray': new Float32Array([1.0 / w, 1.0 / h])
          };
          ret.frameBuffer = gl.createFramebuffer();
          ret.renderBuffer = gl.createRenderbuffer();
          ret.texture = gl.createTexture();
  
          gl.bindTexture(gl.TEXTURE_2D, ret.texture);
          gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  
          gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
          gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
  
          gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
          gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
          gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
  
          gl.bindTexture(gl.TEXTURE_2D, null);
          gl.bindRenderbuffer(gl.RENDERBUFFER, null);
          gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  
          return ret;
      }
  
      function compileShader(shtype, shsrc) {
          var retsh = gl.createShader(shtype);
  
          gl.shaderSource(retsh, shsrc);
          gl.compileShader(retsh);
  
          if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
              var errlog = gl.getShaderInfoLog(retsh);
              gl.deleteShader(retsh);
              console.error(errlog);
              return null;
          }
          return retsh;
      }
  
      function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
          var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
          var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
  
          if (vsh == null || fsh == null) {
              return null;
          }
  
          var prog = gl.createProgram();
          gl.attachShader(prog, vsh);
          gl.attachShader(prog, fsh);
  
          gl.deleteShader(vsh);
          gl.deleteShader(fsh);
  
          gl.linkProgram(prog);
          if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
              var errlog = gl.getProgramInfoLog(prog);
              console.error(errlog);
              return null;
          }
  
          if (uniformlist) {
              prog.uniforms = {};
              for (var i = 0; i < uniformlist.length; i++) {
                  prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
              }
          }
  
          if (attrlist) {
              prog.attributes = {};
              for (var i = 0; i < attrlist.length; i++) {
                  var attr = attrlist[i];
                  prog.attributes[attr] = gl.getAttribLocation(prog, attr);
              }
          }
  
          return prog;
      }
  
      function useShader(prog) {
          gl.useProgram(prog);
          for (var attr in prog.attributes) {
              gl.enableVertexAttribArray(prog.attributes[attr]);;
          }
      }
  
      function unuseShader(prog) {
          for (var attr in prog.attributes) {
              gl.disableVertexAttribArray(prog.attributes[attr]);;
          }
          gl.useProgram(null);
      }
  
      /////
      var projection = {
          'angle': 60,
          'nearfar': new Float32Array([0.1, 100.0]),
          'matrix': Matrix44.createIdentity()
      };
      var camera = {
          'position': Vector3.create(0, 0, 100),
          'lookat': Vector3.create(0, 0, 0),
          'up': Vector3.create(0, 1, 0),
          'dof': Vector3.create(10.0, 4.0, 8.0),
          'matrix': Matrix44.createIdentity()
      };
  
      var pointFlower = {};
      var meshFlower = {};
      var sceneStandBy = false;
  
      var BlossomParticle = function () {
          this.velocity = new Array(3);
          this.rotation = new Array(3);
          this.position = new Array(3);
          this.euler = new Array(3);
          this.size = 1.0;
          this.alpha = 1.0;
          this.zkey = 0.0;
      };
  
      BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
          this.velocity[0] = vx;
          this.velocity[1] = vy;
          this.velocity[2] = vz;
      };
  
      BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
          this.rotation[0] = rx;
          this.rotation[1] = ry;
          this.rotation[2] = rz;
      };
  
      BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
          this.position[0] = nx;
          this.position[1] = ny;
          this.position[2] = nz;
      };
  
      BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
          this.euler[0] = rx;
          this.euler[1] = ry;
          this.euler[2] = rz;
      };
  
      BlossomParticle.prototype.setSize = function (s) {
          this.size = s;
      };
  
      BlossomParticle.prototype.update = function (dt, et) {
          this.position[0] += this.velocity[0] * dt;
          this.position[1] += this.velocity[1] * dt;
          this.position[2] += this.velocity[2] * dt;
  
          this.euler[0] += this.rotation[0] * dt;
          this.euler[1] += this.rotation[1] * dt;
          this.euler[2] += this.rotation[2] * dt;
      };
  
      function createPointFlowers() {
          // get point sizes
          var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
          renderSpec.pointSize = { 'min': prm[0], 'max': prm[1] };
  
          var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
          var frgsrc = document.getElementById("sakura_point_fsh").textContent;
  
          pointFlower.program = createShader(
              vtxsrc, frgsrc,
              ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
              ['aPosition', 'aEuler', 'aMisc']
          );
  
          useShader(pointFlower.program);
          pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
          pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
  
          // paramerters: velocity[3], rotate[3]
          pointFlower.numFlowers = 250;
          pointFlower.particles = new Array(pointFlower.numFlowers);
          // vertex attributes {position[3], euler_xyz[3], size[1]}
          pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
          pointFlower.positionArrayOffset = 0;
          pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
          pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
  
          pointFlower.buffer = gl.createBuffer();
          gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
          gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
          gl.bindBuffer(gl.ARRAY_BUFFER, null);
  
          unuseShader(pointFlower.program);
  
          for (var i = 0; i < pointFlower.numFlowers; i++) {
              pointFlower.particles[i] = new BlossomParticle();
          }
      }
  
      function initPointFlowers() {
          //area
          pointFlower.area = Vector3.create(20.0, 15.0, 20.0);
          pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
  
          pointFlower.fader.x = 10.0; //env fade start
          pointFlower.fader.y = pointFlower.area.z; //env fade half
          pointFlower.fader.z = 0.1;  //near fade start
  
          //particles
          var PI2 = Math.PI * 2.0;
          var tmpv3 = Vector3.create(0, 0, 0);
          var tmpv = 0;
          var symmetryrand = function () { return (Math.random() * 2.0 - 1.0); };
          for (var i = 0; i < pointFlower.numFlowers; i++) {
              var tmpprtcl = pointFlower.particles[i];
  
              //velocity
              tmpv3.x = symmetryrand() * 0.15 + 0.8;
              tmpv3.y = symmetryrand() * 0.1 - 1.0;
              tmpv3.z = symmetryrand() * 0.15 + 0.5;
              Vector3.normalize(tmpv3);
              tmpv = 2.0 + Math.random() * 1.0;
              tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
  
              //rotation
              tmpprtcl.setRotation(
                  symmetryrand() * PI2 * 0.5,
                  symmetryrand() * PI2 * 0.5,
                  symmetryrand() * PI2 * 0.5
              );
  
              //position
              tmpprtcl.setPosition(
                  symmetryrand() * pointFlower.area.x,
                  symmetryrand() * pointFlower.area.y,
                  symmetryrand() * pointFlower.area.z
              );
  
              //euler
              tmpprtcl.setEulerAngles(
                  Math.random() * Math.PI * 2.0,
                  Math.random() * Math.PI * 2.0,
                  Math.random() * Math.PI * 2.0
              );
  
              //size
              tmpprtcl.setSize(1 + Math.random() * 0.1);
          }
      }
  
      function renderPointFlowers() {
          //update
          var PI2 = Math.PI * 2.0;
          var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
          var repeatPos = function (prt, cmp, limit) {
              if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
                  //out of area
                  if (prt.position[cmp] > 0) {
                      prt.position[cmp] -= limit * 2.0;
                  }
                  else {
                      prt.position[cmp] += limit * 2.0;
                  }
              }
          };
          var repeatEuler = function (prt, cmp) {
              prt.euler[cmp] = prt.euler[cmp] % PI2;
              if (prt.euler[cmp] < 0.0) {
                  prt.euler[cmp] += PI2;
              }
          };
  
          for (var i = 0; i < pointFlower.numFlowers; i++) {
              var prtcl = pointFlower.particles[i];
              prtcl.update(timeInfo.delta, timeInfo.elapsed);
              repeatPos(prtcl, 0, pointFlower.area.x);
              repeatPos(prtcl, 1, pointFlower.area.y);
              repeatPos(prtcl, 2, pointFlower.area.z);
              repeatEuler(prtcl, 0);
              repeatEuler(prtcl, 1);
              repeatEuler(prtcl, 2);
  
              prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
  
              prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
                  + camera.matrix[6] * prtcl.position[1]
                  + camera.matrix[10] * prtcl.position[2]
                  + camera.matrix[14]);
          }
  
          // sort
          pointFlower.particles.sort(function (p0, p1) { return p0.zkey - p1.zkey; });
  
          // update data
          var ipos = pointFlower.positionArrayOffset;
          var ieuler = pointFlower.eulerArrayOffset;
          var imisc = pointFlower.miscArrayOffset;
          for (var i = 0; i < pointFlower.numFlowers; i++) {
              var prtcl = pointFlower.particles[i];
              pointFlower.dataArray[ipos] = prtcl.position[0];
              pointFlower.dataArray[ipos + 1] = prtcl.position[1];
              pointFlower.dataArray[ipos + 2] = prtcl.position[2];
              ipos += 3;
              pointFlower.dataArray[ieuler] = prtcl.euler[0];
              pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
              pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
              ieuler += 3;
              pointFlower.dataArray[imisc] = prtcl.size;
              pointFlower.dataArray[imisc + 1] = prtcl.alpha;
              imisc += 2;
          }
  
          //draw
          gl.enable(gl.BLEND);
          //gl.disable(gl.DEPTH_TEST);
          gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
  
          var prog = pointFlower.program;
          useShader(prog);
  
          gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
          gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
          gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
          gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
          gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
  
          gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
          gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
  
          gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
          gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
          gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
  
          // doubler
          for (var i = 1; i < 2; i++) {
              var zpos = i * -2.0;
              pointFlower.offset[0] = pointFlower.area.x * -1.0;
              pointFlower.offset[1] = pointFlower.area.y * -1.0;
              pointFlower.offset[2] = pointFlower.area.z * zpos;
              gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
              gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  
              pointFlower.offset[0] = pointFlower.area.x * -1.0;
              pointFlower.offset[1] = pointFlower.area.y * 1.0;
              pointFlower.offset[2] = pointFlower.area.z * zpos;
              gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
              gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  
              pointFlower.offset[0] = pointFlower.area.x * 1.0;
              pointFlower.offset[1] = pointFlower.area.y * -1.0;
              pointFlower.offset[2] = pointFlower.area.z * zpos;
              gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
              gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  
              pointFlower.offset[0] = pointFlower.area.x * 1.0;
              pointFlower.offset[1] = pointFlower.area.y * 1.0;
              pointFlower.offset[2] = pointFlower.area.z * zpos;
              gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
              gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
          }
  
          //main
          pointFlower.offset[0] = 0.0;
          pointFlower.offset[1] = 0.0;
          pointFlower.offset[2] = 0.0;
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
  
          gl.bindBuffer(gl.ARRAY_BUFFER, null);
          unuseShader(prog);
  
          gl.enable(gl.DEPTH_TEST);
          gl.disable(gl.BLEND);
      }
  
      // effects
      //common util
      function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
          var ret = {};
          var unifs = ['uResolution', 'uSrc', 'uDelta'];
          if (exunifs) {
              unifs = unifs.concat(exunifs);
          }
          var attrs = ['aPosition'];
          if (exattrs) {
              attrs = attrs.concat(exattrs);
          }
  
          ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
          useShader(ret.program);
  
          ret.dataArray = new Float32Array([
              -1.0, -1.0,
              1.0, -1.0,
              -1.0, 1.0,
              1.0, 1.0
          ]);
          ret.buffer = gl.createBuffer();
          gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
          gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
  
          gl.bindBuffer(gl.ARRAY_BUFFER, null);
          unuseShader(ret.program);
  
          return ret;
      }
  
      // basic usage
      // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
      // gl.uniform**(...); //additional uniforms
      // drawEffect()
      // unuseEffect(prog)
      // TEXTURE0 makes src
      function useEffect(fxobj, srctex) {
          var prog = fxobj.program;
          useShader(prog);
          gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
  
          if (srctex != null) {
              gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
              gl.uniform1i(prog.uniforms.uSrc, 0);
  
              gl.activeTexture(gl.TEXTURE0);
              gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
          }
      }
      function drawEffect(fxobj) {
          gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
          gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
          gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
      }
      function unuseEffect(fxobj) {
          unuseShader(fxobj.program);
      }
  
      var effectLib = {};
      function createEffectLib() {
  
          var vtxsrc, frgsrc;
          //common
          var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
  
          //background
          frgsrc = document.getElementById("bg_fsh").textContent;
          effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
  
          // make brightpixels buffer
          frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
          effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
  
          // direction blur
          frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
          effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
  
          //final composite
          vtxsrc = document.getElementById("pp_final_vsh").textContent;
          frgsrc = document.getElementById("pp_final_fsh").textContent;
          effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
      }
  
      // background
      function createBackground() {
          //console.log("create background");
      }
      function initBackground() {
          //console.log("init background");
      }
      function renderBackground() {
          gl.disable(gl.DEPTH_TEST);
  
          useEffect(effectLib.sceneBg, null);
          gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
          drawEffect(effectLib.sceneBg);
          unuseEffect(effectLib.sceneBg);
  
          gl.enable(gl.DEPTH_TEST);
      }
  
      // post process
      var postProcess = {};
      function createPostProcess() {
          //console.log("create post process");
      }
      function initPostProcess() {
          //console.log("init post process");
      }
  
      function renderPostProcess() {
          // gl.enable(gl.TEXTURE_2D);
          gl.disable(gl.DEPTH_TEST);
          var bindRT = function (rt, isclear) {
              gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
              gl.viewport(0, 0, rt.width, rt.height);
              if (isclear) {
                  gl.clearColor(0, 0, 0, 0);
                  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
              }
          };
  
          //make bright buff
          bindRT(renderSpec.wHalfRT0, true);
          useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
          drawEffect(effectLib.mkBrightBuf);
          unuseEffect(effectLib.mkBrightBuf);
  
          // make bloom
          for (var i = 0; i < 2; i++) {
              var p = 1.5 + 1 * i;
              var s = 2.0 + 1 * i;
              bindRT(renderSpec.wHalfRT1, true);
              useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
              gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
              drawEffect(effectLib.dirBlur);
              unuseEffect(effectLib.dirBlur);
  
              bindRT(renderSpec.wHalfRT0, true);
              useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
              gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
              drawEffect(effectLib.dirBlur);
              unuseEffect(effectLib.dirBlur);
          }
  
          //display
          gl.bindFramebuffer(gl.FRAMEBUFFER, null);
          gl.viewport(0, 0, renderSpec.width, renderSpec.height);
          gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  
          useEffect(effectLib.finalComp, renderSpec.mainRT);
          gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
          gl.activeTexture(gl.TEXTURE1);
          gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
          drawEffect(effectLib.finalComp);
          unuseEffect(effectLib.finalComp);
  
          gl.enable(gl.DEPTH_TEST);
      }
  
      /////
      var SceneEnv = {};
      function createScene() {
          createEffectLib();
          createBackground();
          createPointFlowers();
          createPostProcess();
          sceneStandBy = true;
      }
  
      function initScene() {
          initBackground();
          initPointFlowers();
          initPostProcess();
  
          //camera.position.z = 17.320508;
          camera.position.z = pointFlower.area.z + projection.nearfar[0];
          projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
          Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
      }
  
      function renderScene() {
          //draw
          Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
  
          gl.enable(gl.DEPTH_TEST);
  
          //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
          gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
          gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
          gl.clearColor(0.005, 0, 0.05, 0);
          gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
  
          renderBackground();
          renderPointFlowers();
          renderPostProcess();
      }
  
      /////
      function onResize(e) {
          makeCanvasFullScreen(document.getElementById("sakura"));
          setViewports();
          if (sceneStandBy) {
              initScene();
          }
      }
  
      function setViewports() {
          renderSpec.setSize(gl.canvas.width, gl.canvas.height);
  
          gl.clearColor(0.2, 0.2, 0.5, 1.0);
          gl.viewport(0, 0, renderSpec.width, renderSpec.height);
  
          var rtfunc = function (rtname, rtw, rth) {
              var rt = renderSpec[rtname];
              if (rt) deleteRenderTarget(rt);
              renderSpec[rtname] = createRenderTarget(rtw, rth);
          };
          rtfunc('mainRT', renderSpec.width, renderSpec.height);
          rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
          rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
          rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
          rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
      }
  
      function render() {
          renderScene();
      }
  
      var animating = true;
      function toggleAnimation() {
          animating ^= true;
          if (animating) animate();
      }
  
      function stepAnimation() {
          if (!animating) animate();
      }
  
      fx.sakura.animate = animate;
      function animate() {
          var curdate = new Date();
          timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
          timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
          timeInfo.prev = curdate;
          
          render();
      }
  
      function makeCanvasFullScreen(canvas) {
          const b = document.body;
          const d = document.documentElement;
          const fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
          const fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
          canvas.width = fullw;
          canvas.height = fullh;
      }
  
  })();