# Vertexless: Line + InstancedBufferGeometry + DataTexture

**URL:** <https://discourse.threejs.org/t/vertexless-line-instancedbuffergeometry-datatexture/46016>\
**Category:** Resources\
**Tags:** shader-material, line, instancedbuffergeometry\
**Created:** [December 20, 2022, 12:01pm UTC](https://discourse.threejs.org/t/vertexless-line-instancedbuffergeometry-datatexture/46016 "2022-12-20T12:01:16Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![prisoner849](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/prisoner849/32/535_2.png) [@prisoner849](https://discourse.threejs.org/u/prisoner849)\
**Post date:** [December 20, 2022, 12:01pm UTC](https://discourse.threejs.org/t/vertexless-line-instancedbuffergeometry-datatexture/46016/1 "2022-12-20T12:01:16Z")

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Hi community!

Picture:  
 ![VertexlessInstLineDT](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/0/e/0edd5b3fd37edc3802bfabb5026679273134b52e.gif)

Demo: [https://codepen.io/prisoner849/pen/ZEjEwmJ](https://codepen.io/prisoner849/pen/ZEjEwmJ)

Working on it was a good reminder of not to call `normalize()` on vectors of zero length 🥲

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**Author:** ![seanwasere](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/seanwasere/32/20864_2.png) [@seanwasere](https://discourse.threejs.org/u/seanwasere)\
**Post date:** [December 21, 2022, 1:15am UTC](https://discourse.threejs.org/t/vertexless-line-instancedbuffergeometry-datatexture/46016/2 "2022-12-21T01:15:17Z")

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Its very clever that the distance between the lines remains consistent while it transforms.

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**Author:** ![prisoner849](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/prisoner849/32/535_2.png) [@prisoner849](https://discourse.threejs.org/u/prisoner849)\
**Post date:** [December 21, 2022, 7:45am UTC](https://discourse.threejs.org/t/vertexless-line-instancedbuffergeometry-datatexture/46016/3 "2022-12-21T07:45:06Z")

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@seanwasere Once upon a time I made a prototype of this in js, here: [геометрия - Как найти точки пересечения прямых? - Stack Overflow на русском](https://ru.stackoverflow.com/a/1468387/224917) (Russian, though). And in the demo I tried to port that solution’s idea into vertex shader.
