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``` CRT effect: scanlines plus RGB subpixel and vignette. Could also add moving scanline bar via pseudo element. Maybe also add subtle noise overlay? Keep simple. Three.js code: ``` import * as THREE from 'three'; const scene = new THREE.Scene(); scene.fog = new THREE.FogExp2(0x050011, 0.015); const camera = new THREE.PerspectiveCamera(60, innerWidth/innerHeight, 0.1, 1000); camera.position.set(0,2,8); camera.lookAt(0,2,0); const renderer = new THREE.WebGLRenderer({antialias:true, alpha:false}); renderer.setSize(innerWidth,innerHeight); renderer.setPixelRatio(Math.min(window.devicePixelRatio,2)); document.body.appendChild(renderer.domElement); ``` Sky: set scene background color or use a gradient shader on a large sphere? Could use CSS background radial gradient. But scene fog color matches. Grid: PlaneGeometry 200x200, segments maybe 200. Need avoid too many segments? 200x200 = 40k vertices fine. Shader material with vertex shader passes world position. Since plane orientation horizontal default lies XY? We'll rotate -PI/2. Use world position via `vec4 world = modelMatrix * vec4(position,1.0);`. Varying `vWorld.xz`. Fragment: ``` uniform float uTime; varying vec3 vWorld; void main(){ float speed = 8.0; float z = vWorld.z + uTime * speed; vec2 grid = vec2(vWorld.x, z); vec2 fw = fwidth(grid); float thick = 0.08; vec2 line = abs(fract(grid - 0.5) - 0.5); vec2 g = smoothstep(fw, fw + thick, line); float alpha = 1.0 - g.x * g.y; // lines // fade by distance float dist = length(vWorld.xz - vec2(0.0, cameraZ?)); // Actually fade by z distance from camera } ``` But `fwidth` requires derivatives in fragment. Since `vWorld` is interpolated, fwidth works. Need compute grid relative to camera maybe not necessary; fade by `vWorld.z` distance from camera. Camera at z=8; grid z extends from -100 to 100. We can compute `float depth = cameraZ - vWorld.z` (cameraZ uniform). Fade alpha and color to fog near horizon. Use uniform `uCameraZ`. Set grid color neon: cyan `#00ffff` and magenta `#ff00ff` maybe alternate? We can color by x sign or by grid cell coordinate. Simpler: color line based on x coordinate: if mod(floor(x),2)==0 then cyan else magenta? That gives checker columns. Or all cyan with glow. The prompt says neon grid. Let's make lines cyan, with subtle magenta in distance. Could use color based on `mod(floor(grid.x) + floor(grid.y), 2)`. But endless grid below, typical synthwave uses magenta/cyan grid. We'll produce cyan lines with magenta glow. Fragment: ``` uniform float uTime; uniform vec3 uCameraPos; varying vec3 vWorld; void main(){ float speed = 12.0; float z = vWorld.z + uTime * speed; vec2 grid = vec2(vWorld.x, z); vec2 fw = fwidth(grid); float line = 1.0 - smoothstep(0.0, 0.03 + fw.x*0.5, abs(fract(vWorld.x)-0.5)*2.0); // Use world x integer lines, z integer lines } ``` Better: draw lines at integer coordinates. Compute `coord = floor(grid)`? Actually line at every integer: `fract(grid)` near 0 or 1. Distance to nearest integer: `d = abs(fract(grid+0.5)-0.5)`. Then line intensity = 1 - smoothstep(0, thickness, d). For x and z separately. Then combine `max(lineX,lineZ)`. Use `fwidth` to avoid aliasing. ``` float lineX = 1.0 - smoothstep(0.0, 0.05, abs(fract(vWorld.x)-0.5)*2.0); ``` But `abs(fract(...)-0.5)*2.0` gives distance to nearest integer? `fract(x)` in [0,1). `abs(fract(x)-0.5)*2` = distance to nearest integer? For x integer, fract=0 => 1? Wait distance to nearest integer is min(fract,1-fract). This is `abs(fract(x)-0.5)-? Actually min(fract,1-fract) = 0.5 - abs(fract(x)-0.5)`. So `d = 0.5 - abs(fract(x)-0.5)`. That's 0 at integer, 0.5 at half. So line intensity = 1 - smoothstep(0, thick, d). Good. For z, use moving z. Then color: `vec3 col = vec3(0.0, 1.0, 1.0) * line;`. Add perspective fade: `float fogFactor = exp(-0.03 * max(0.0, uCameraPos.z - vWorld.z));` Since camera looks down z negative. The horizon at z ~ -80. Fade to background. Also fade alpha near horizon. Could also fade based on distance. Set blending additive? Grid below should be opaque-ish but glowing. Use `THREE.CustomBlending`? Simpler: MeshBasicMaterial with shader, transparent true. Use color with alpha. We'll set `gl_FragColor = vec4(col, line * fog)`. Where line includes grid lines. But ground plane will be black where no lines. Good. Maybe add grid glow by adding a second larger thickness with low alpha. Use `line = smoothstep` for core and broad. Sun: Use a plane or circle geometry. Since scanline sun is a setting sun with horizontal lines. Use a large circle mesh with shader. Circle geometry `CircleGeometry(radius,64)`, face camera. Position at z=-70, y=4. Need billboarding to face camera. We can set `lookAt(camera.position)` each frame. Shader: ``` varying vec2 vUv; uniform float uTime; void main(){ vec2 p = vUv*2.0-1.0; float r = length(p); float sun = 1.0 - smoothstep(0.45,0.5,r); // scanlines: horizontal stripes float stripes = sin(p.y * 80.0 + uTime*2.0)*0.5+0.5; // mask by sun float lines = smoothstep(0.3,0.7, stripes) * sun; vec3 col = vec3(1.0,0.1,0.6) * sun + vec3(1.0,0.5,0.8) * lines; gl_FragColor = vec4(col, sun); } ``` But CircleGeometry UVs are radial? CircleGeometry UVs are standard maybe. Actually CircleGeometry UV mapping is from center? It maps like disk: uvs radial? Let's check: CircleGeometry default uv maybe maps x,z? In Three.js, CircleGeometry UVs are likely polar? I recall CircleGeometry UVs are generated in a fan with mapping from center to edge? Let's verify. Three.js CircleGeometry: vertices arranged with uvs maybe `0.5 + x/r`? Actually for circle, UVs are probably based on x,y in local plane: `(0.5 + x/2r, 0.5 + y/2r)`. So p = vUv*2-1 approximates local position? Possibly. Alternatively, use local vertex position as varying `vPos`. We'll pass `vPos = position.xy` from vertex. Then in fragment compute radius from vPos. Use `CircleGeometry` radius 10. Good. Sun shader vertex: ``` varying vec2 vPos; void main(){ vPos = position.xy; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);} ``` Fragment: ``` varying vec2 vPos; uniform float uTime; void main(){ float r = length(vPos); float disk = 1.0 - smoothstep(0.48,0.5,r); float scan = sin(vPos.y * 60.0 + uTime * 3.0) * 0.5 + 0.5; float scanLine = smoothstep(0.45,0.55, scan) * disk; vec3 c = vec3(1.0,0.15,0.55) * disk + vec3(1.0,0.6,0.8) * scanLine; gl_FragColor = vec4(c, disk); } ``` Add glow by large disk. Use additive blending with transparent. Mountains: Two layers as vertical planes at different z. Use PlaneGeometry(width, height, 1,1) oriented vertical (default XY plane). Position at z = -30 (near) and z = -60 (far). Shader draws silhouette by noise. Use a 1D noise function. Need endless scrolling: use x coordinate and time offset. Since plane vertical, fragment world x and y. If y < height(x + time*speed) then color. Height function: fractal noise with multiple sines to create jagged peaks. Color dark purple/black. Add alpha 1.0 for below horizon, but we need shape. The bottom of plane is below horizon; top above. We can set plane height large enough and y range. Actually default PlaneGeometry is XY with y from -height/2 to height/2. Position y = baseline. For a layer, define horizon line at y=0. The plane bottom at y=-h/2 (below), top at y=h/2 (above). For fragment, if world y < mountainHeight(x), draw silhouette. mountainHeight should be relative to horizon. So `float h = noise(...) * amplitude;` where amplitude maybe 8. If world.y < h, color. The plane spans enough height. But the fragment shader uses world coordinates; for world y we can pass `vWorld.y`. For x, use `vWorld.x`. Need time scroll: `float nx = vWorld.x + uTime * speed;`. Use noise function: ``` float hash(float n){ return fract(sin(n)*43758.5453); } float noise(float x){ float i = floor(x); float f = fract(x); float u = f*f*(3.0-2.0*f); return mix(hash(i), hash(i+1.0), u); } float fbm(float x){ float v=0.0; float a=0.5; for(int i=0;i<4;i++){ v += a*noise(x); x*=2.0; a*=0.5; } return v; } ``` Then height = (fbm(x*freq + time) * 2.0 - 1.0) * amplitude. Need ensure baseline. Maybe `mountainHeight = fbm(x*freq + time*speed) * amp`. Since fbm in [0,1]. Use `amp = 6`. Then shape: if vWorld.y < h, color. Near layer darker. Use two meshes with different uniforms: z positions, speed, color, frequency, amplitude. Blending: normal opaque. Since drawn after grid? Need render order to avoid z-fighting. Grid at y=0. Mountains vertical at z negative, so behind grid? Actually grid is floor at y=0; mountains are vertical planes at z=-30 with y around horizon. The grid extends to z=-100 and y=0; mountains are above horizon and behind grid. The depth order: far sun, far mountains, grid, near mountains? In synthwave, mountains are at horizon behind grid, grid extends under them, but mountains are silhouettes at horizon. We can draw mountains behind grid (farther z) so grid in front near camera. But grid is transparent lines, so order okay. We'll set renderOrder: grid 0, far mountains 1? Actually we want mountains behind grid? If mountains are at z=-30 and grid covers z from -100 to 100 at y=0, grid fragments at same z as mountains will be behind camera? The grid plane at y=0 will intersect mountains? But mountains are vertical, grid horizontal; they intersect at horizon line. To avoid weird, position mountains slightly above grid? In synthwave, mountains are on horizon; grid is below them. We can set mountains base at y slightly above 0? Actually horizon line is where grid meets sky; mountains sit on horizon. We can set grid plane y= -0.5 and mountains bottom at y=-some? Hmm. Simplify: grid at y=0 horizontal. Mountains vertical planes at z=-40 with bottom at y=-10 (below grid) and top at y=20. The shape cuts at horizon y ~ 2? Wait camera at y=2 looking level-ish. Horizon line visually near center. We can set mountain silhouette relative to plane y=0, and plane spans y from -10 to 20. The grid plane at y=0 will be behind mountains? Actually grid extends to z=-100 at y=0, which is behind the mountain plane (z=-40). Since mountains are opaque, they hide grid behind them. But grid in foreground (z> -40) visible under mountains. That matches synthwave: grid in front, mountains at horizon. Good. So mountains z=-40 and -70; grid visible in front. The sun behind far mountains. Need render order: grid (z from -100 to 100) will naturally be sorted by depth. Transparent objects sorting can be tricky. We can set grid material transparent. Mountains opaque. Sun transparent additive. Opaque objects render first sorted front-to-back? Actually WebGLRenderer renders opaque objects first (front-to-back) then transparent (back-to-front). Mountains opaque at z=-40/-70, grid transparent. Sun transparent behind. Since grid transparent, it will be rendered after opaque, sorted back-to-front among transparent. That should be okay. But grid plane is a single mesh; its depth varies. Transparent self-sorting can have issues but fine. Sun should be behind mountains but sun is transparent additive; if behind opaque mountains, it won't show. So sun must be at z behind far mountains? In real scene, sun is behind mountains but at horizon, peaks in front of sun. Synthwave often sun behind mountain silhouettes partially visible above mountains. We can place sun at z=-100, y=4, radius large, behind far mountains. Since mountains opaque, sun hidden. To show sun above mountains, set sun lower so upper part visible? But far mountains extend high. We can make far mountains lower amplitude or sun placed such that visible above. Or make sun mesh render order such that it draws after mountains despite depth (renderOrder). We can set sun renderOrder = 1 and depthWrite false, additive blending; it will draw on top, but we want it behind? In synthwave, sun is behind mountain layers but still visible where no mountains. Since mountains are opaque, we'd need mountains have cutouts (shape) so sun shows through above peaks. If mountains fill entire plane with opaque color below height, there are gaps above peaks where sun visible. If sun is behind the plane, those gaps are at same z as plane? The plane is at fixed z, sun behind; fragments above mountain height have no mountain, so sun visible if depth test passes. Since sun is behind, its fragments are at greater z (farther), but depth test with mountain plane at same screen pixels: mountain plane only writes depth where drawn; where not drawn (above peaks), no depth, so sun passes. Good. Use depthWrite true for mountains. Sun at z=-120, behind far mountain at z=-80. For pixels covered by mountains (below peaks), depth test fails for sun. For pixels above peaks, sun passes. Perfect. But our mountains are vertical planes with shape drawn in fragment; if fragment discards above height, depth not written. Need use `discard` for transparent pixels. Then sun behind visible. Good. Use `discard` when not silhouette. Now grid: grid plane at y=0 extends z -100 to 100. Far mountains at z=-80 hide grid behind them. Since mountains opaque and grid transparent but rendered after opaque, grid will be drawn over mountains for z > -80? Wait grid covers area both behind and in front of mountains. For a given pixel, if mountain occupies it, grid behind will be occluded by opaque mountain (grid rendered after? Actually opaque mountains rendered before transparent grid. For pixels where mountains drawn, depth buffer has mountain depth. When grid rendered later, for that pixel, grid depth (behind mountain) fails depth test if depthFunc LessEqual (default). Since grid depth > mountain depth (farther), grid fails and not drawn over mountain. Good. For pixels where no mountain (above peaks or in front), grid drawn. This works. Sun behind mountains: transparent sun rendered after grid. For pixels above peaks, sun depth -120, grid maybe in front? Grid at z maybe -100; sun behind grid. But grid is transparent lines; grid fragments may or may not occupy those pixels. If grid line pixel there, it will block sun (depth test). Since grid lines have alpha but depthWrite? We can set grid depthWrite false to avoid occluding sun? But grid needs depth test with mountains? For lines, depthWrite false okay; they won't write depth, so sun behind lines visible through them (additive). That may look like sun shines through grid lines, maybe okay. But grid lines near horizon should be behind sun? In scene, sun is behind grid lines? Actually sun is behind mountains, grid in front of mountains. Grid lines between camera and mountains also in front of sun, so should occlude sun. But grid lines are sparse; it's okay if they don't write depth. We'll set grid depthWrite false. Alternatively, set sun renderOrder high and depthTest false to always draw, but then it draws over mountains. Not good. So approach: - Opaque mountains: depthWrite true, discard above height. - Transparent grid: depthWrite false, depthTest true, additive blending maybe. - Transparent sun: depthTest true, depthWrite false, additive blending, behind mountains visible through gaps. Need set `renderer.sortObjects = true`. Default. Sun shader uses discard? It uses alpha; if transparent, fragments with alpha 0 still write depth? With depthWrite false, fine. But alpha 0 pixels are drawn with blending but invisible; might cause performance. Use `if (disk < 0.01) discard;`. Mountains shader uses discard for above height. But the mesh is a plane; we need to draw only below height. Since opaque material, fragment above height must discard. We pass world y and x. Use height function. Need ensure plane geometry covers enough x range: width = 300, height = 80. Position y = horizon? We want world y of shape around 0. Let's set plane y = 0; plane spans y ∈ [-40,40]. We compare world.y < mountainHeight. mountainHeight range maybe [-?]. Use fbm in [0,1] * amplitude. Let amplitude = 12. So peaks up to y=12. That within plane. Baseline at y=0 means some parts below 0. Good. For far layer, amplitude smaller maybe 8. Position far mountains at z=-80, near mountains at z=-40. Camera z=8. They are large enough to fill screen horizontally. Need use world coordinates in fragment. Vertex pass `vWorld = (modelMatrix * vec4(position,1.0)).xyz;`. For PlaneGeometry, default orientation XY. Good. Noise function in fragment. But using `modelMatrix` in vertex shader for each fragment: fine. Mountains vertex: ``` varying vec3 vWorld; void main(){ vWorld = (modelMatrix * vec4(position,1.0)).xyz; gl_Position = projectionMatrix * viewMatrix * vec4(vWorld,1.0); } ``` This is equivalent to `projectMatrix * mvMatrix * position`. Good. Mountains fragment: ``` uniform float uTime; uniform float uSpeed; uniform float uFreq; uniform float uAmp; uniform vec3 uColor; varying vec3 vWorld; float hash(float n){ return fract(sin(n)*43758.5453123); } float noise1d(float x){ float i = floor(x); float f = fract(x); f = f*f*(3.0-2.0*f); return mix(hash(i), hash(i+1.0), f); } float fbm(float x){ float v = 0.0; float a = 0.5; for(int i=0;i<5;i++){ v += a*noise1d(x); x *= 2.0; a *= 0.5; } return v; } void main(){ float nx = vWorld.x * uFreq + uTime * uSpeed; float h = fbm(nx) * uAmp; // maybe add secondary ridge float h2 = fbm(nx*2.3 + 23.0) * uAmp * 0.4; float height = h + h2; if(vWorld.y > height) discard; // simple distance fade float depth = 8.0 - vWorld.z; // camera z approx 8 float fog = exp(-0.015 * depth); vec3 col = uColor * fog; gl_FragColor = vec4(col, 1.0); } ``` But discard leaves depth not written. Good. Potential issue: plane geometry is XY, but default normal +z. Facing camera. Good. Grid shader: ``` uniform float uTime; uniform vec3 uCameraPos; uniform vec3 uColor1; uniform vec3 uColor2; varying vec3 vWorld; void main(){ float speed = 12.0; vec2 grid = vec2(vWorld.x, vWorld.z + uTime*speed); vec2 d = 0.5 - abs(fract(grid) - 0.5); float line = smoothstep(0.0, 0.05, d.x) * smoothstep(0.0, 0.05, d.y); // both directions // Actually we want if either x or z line -> use max } ``` Wait we want grid lines at integer x and z. Use `lineX = smoothstep(0.0, thick, d.x); lineZ = smoothstep(0.0, thick, d.y); line = max(lineX, lineZ);` But `d` is distance to nearest integer. At line center d=0, so smoothstep(0,thick,0)=0. We want intensity = 1 - smoothstep(0,thick,d). So `lineX = 1.0 - smoothstep(0.0, thick, d.x);`. Then `line = max(lineX,lineZ)`. Use `thick = 0.05`. To get glow, maybe broad line with alpha. Distance fade: `float depth = uCameraPos.z - vWorld.z;` Since vWorld.z decreasing. Ensure positive. `float fog = exp(-0.015 * depth);`. Color: maybe alternate cell colors? `float checker = mod(floor(grid.x)+floor(grid.y),2.0);` grid lines only. Let's set line color cyan; use mix magenta for z direction maybe. `vec3 lineCol = (lineX > lineZ ? uColor1 : uColor2);` Actually lineX and lineZ intensities; combine colors separately: `vec3 col = lineX*uColor1 + lineZ*uColor2;`. This yields cyan x-lines and magenta z-lines. Good. Alpha = length(col). Add fog. ``` vec3 col = lineX*uColor1 + lineZ*uColor2; float alpha = max(lineX,lineZ); col *= fog; gl_FragColor = vec4(col, alpha * fog); ``` Need set material transparent and depthWrite false. Grid plane: rotateX(-PI/2), position y=0.1 maybe to avoid z-fight if mountains bottom. Actually grid at y=0; camera at y=2; fine. Plane size 300x300. Segments 200. Sun: ``` const sunGeo = new THREE.CircleGeometry(8, 64); const sunMat = new THREE.ShaderMaterial({...}); const sun = new THREE.Mesh(sunGeo, sunMat); sun.position.set(0, 4, -110); scene.add(sun); ``` Use blending additive. Sun shader uses `vPos = position.xy` varying. CircleGeometry positions in XY plane radius 8. Good. Need update camera position? The grid moves; camera stationary. Could add slight camera bob. Also maybe mouse parallax. The prompt says flythrough; grid movement enough. Add subtle vertical sine bob to camera. Also maybe slight rotation. Let's animate camera y = 2 + sin(time*0.5)*0.2. CRT CSS overlay: scanlines and vignette. Add a moving scanline bar occasionally? Could use CSS animation of a gradient bar translating. Add to `#crt::before` a thin white line moving down. That adds retro effect. Potential performance: grid uses `fwidth` requires OES_standard_derivatives? In WebGL2 it's available. Three.js uses WebGL2 by default. `fwidth` okay. But we can avoid fwidth for simplicity: use `abs(dFdx(grid))` etc. `fwidth` works. Need ensure no `discard` in grid? Fine. Let's consider Three.js version from unpkg: `https://unpkg.com/three@0.160.0/build/three.module.js`. Use importmap: ``` { "imports": { "three": "https://unpkg.com/three@0.160.0/build/three.module.js" } } ``` No addons needed. Need check `three@0.160` ShaderMaterial GLSL version? It automatically uses version 300 if WebGL2. Our shader code uses standard varying/uniform, no version directive. Three.js prepends version. `fwidth` available in fragment. We don't use texture. Should compile. One issue: In fragment shader for grid, using `vWorld` varying; `fwidth(grid)` where grid based on vWorld. Fine. Another issue: For mountains, using `modelMatrix` in vertex shader works but if we move mesh, modelMatrix updated. Good. Need ensure plane geometry for mountains vertical orientation. Default PlaneGeometry lies in XY plane, its normal points +Z. We position at z=-40. Good. It faces camera. Since camera at z=8, plane at z=-40, normal +Z toward camera. Good. Need set `camera.lookAt` initially and maybe each frame? Keep camera looking at horizon. If we bob camera, call `camera.lookAt(0, 2, -50)` each frame. Need maybe add starfield? Prompt didn't ask; optional. Could add simple star particles to enhance. But not required. Keep focus. Need ensure first frame visible: after creating all, call `renderer.render(scene,camera)` once, then animate. Let's write final HTML. Ensure no markdown fences, just HTML. Let's refine shaders for visual quality. Grid shader: ``` uniform float uTime; uniform vec3 uCamPos; varying vec3 vWorld; void main() { float speed = 14.0; vec2 g = vec2(vWorld.x, vWorld.z + uTime * speed); vec2 d = 0.5 - abs(fract(g) - 0.5); float thick = 0.04; float core = 0.02; float lx = 1.0 - smoothstep(core, thick, d.x); float lz = 1.0 - smoothstep(core, thick, d.y); float line = max(lx, lz); float depth = uCamPos.z - vWorld.z; float fog = smoothstep(120.0, 0.0, depth); vec3 cx = vec3(0.0, 1.0, 1.0); vec3 cz = vec3(1.0, 0.0, 0.6); vec3 col = lx*cx + lz*cz; gl_FragColor = vec4(col * fog, line * fog); } ``` But smoothstep(120,0,depth) gives fog 1 near camera, 0 far. depth positive. Good. Sun shader: ``` uniform float uTime; varying vec2 vPos; void main(){ float r = length(vPos); float disk = 1.0 - smoothstep(0.45, 0.5, r); if(disk < 0.001) discard; float scan = sin(vPos.y * 70.0 + uTime * 4.0) * 0.5 + 0.5; float line = smoothstep(0.35, 0