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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ background:#000;
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+ color:#fff;
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+ padding:0;
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+ margin:0;
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+ font-weight: bold;
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+ overflow:hidden;
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+ }
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+
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+ a {
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+ color: #ffffff;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ color: #ffffff;
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+ padding: 5px;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+ z-index:1000;
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+ }
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+
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+ #oldie {
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+ background:rgb(200,100,0) !important;
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+ color:#fff;
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+ }
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+
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+ #vt { display:none }
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+ #vt, #vt a { color:orange; }
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+ .code { }
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+
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+ </style>
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+ </head>
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+
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+ <body>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl normalmap demo.
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+ <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head.
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+
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+ <div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
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+ on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
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+ please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
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+ </div>
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+ </div>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+
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+ <script src="js/shaders/BleachBypassShader.js"></script>
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+ <script src="js/shaders/ColorCorrectionShader.js"></script>
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+ <script src="js/shaders/CopyShader.js"></script>
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+ <script src="js/shaders/FXAAShader.js"></script>
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+
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+ <script src="js/postprocessing/MaskPass.js"></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var container, stats, loader;
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+
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+ var camera, scene, renderer;
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+
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+ var mesh;
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+
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+ var directionalLight, pointLight, ambientLight;
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+
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+ var mouseX = 0;
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+ var mouseY = 0;
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+
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+ var targetX = 0;
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+ var targetY = 0;
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+
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+ var windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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+
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+ var composer, effectFXAA;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
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+ camera.position.z = 1200;
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+
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+ scene = new THREE.Scene();
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+
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+ // LIGHTS
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+
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+ ambientLight = new THREE.AmbientLight( 0x444444 );
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+ scene.add( ambientLight );
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+
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+ pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
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+ pointLight.position.set( 0, 0, 600 );
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+
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+ scene.add( pointLight );
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+
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+ directionalLight = new THREE.DirectionalLight( 0xffffff );
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+ directionalLight.position.set( 1, -0.5, -1 );
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+ scene.add( directionalLight );
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+
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+ var textureLoader = new THREE.TextureLoader();
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+
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+ var material = new THREE.MeshPhongMaterial( {
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+ color: 0xdddddd,
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+ specular: 0x222222,
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+ shininess: 35,
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+ map: textureLoader.load( "obj/leeperrysmith/Map-COL.jpg" ),
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+ specularMap: textureLoader.load( "obj/leeperrysmith/Map-SPEC.jpg" ),
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+ normalMap: textureLoader.load( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
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+ normalScale: new THREE.Vector2( 0.8, 0.8 )
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+ } );
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+
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+ material.onBeforeCompile = function () {
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+
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+ var shader = this.__webglShader;
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+
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+ shader.uniforms.time = { value: 0 };
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+
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+ shader.vertexShader = shader.vertexShader.replace(
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+ '#include <begin_vertex>',
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+ 'vec3 transformed = vec3( position.x + sin( time + position.y ) / 2.0, position.y, position.z );'
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+ );
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+
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+ shader.vertexShader = shader.vertexShader.replace(
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+ '#include <common>',
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+ '#include <common>\nuniform float time;'
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+ );
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+
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+ };
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+
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+ loader = new THREE.JSONLoader();
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+ loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) {
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ mesh.position.y = - 50;
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+ mesh.scale.setScalar( 100 );
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+ scene.add( mesh );
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+
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+ } );
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: false } );
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+ renderer.setClearColor( 0x111111 );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ container.appendChild( renderer.domElement );
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+
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+ //
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+
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+ renderer.gammaInput = true;
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+ renderer.gammaOutput = true;
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+
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+ //
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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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+
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+
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+ // COMPOSER
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+
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+ renderer.autoClear = false;
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+
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+ var renderModel = new THREE.RenderPass( scene, camera );
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+
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+ var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
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+ var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
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+ effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
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+
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+ var canvas = renderer.context.canvas;
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+
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+ effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
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+
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+ effectBleach.uniforms[ 'opacity' ].value = 0.4;
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+
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+ effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
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+ effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
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+
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+ effectColor.renderToScreen = true;
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+
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+ composer = new THREE.EffectComposer( renderer );
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+
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+ composer.addPass( renderModel );
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+ composer.addPass( effectFXAA );
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+ composer.addPass( effectBleach );
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+ composer.addPass( effectColor );
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+
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+ // EVENTS
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+
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+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ //
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+
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+ function onWindowResize( event ) {
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+
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+ var width = window.innerWidth;
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+ var height = window.innerHeight;
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+
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+ camera.aspect = width / height;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( width, height );
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+ composer.setSize( width, height );
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+
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+ effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
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+
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+ }
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+
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+ function onDocumentMouseMove( event ) {
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+
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+ mouseX = ( event.clientX - windowHalfX );
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+ mouseY = ( event.clientY - windowHalfY );
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+
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+ stats.update();
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+
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+ }
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+
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+ function render() {
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+
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+ targetX = mouseX * .001;
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+ targetY = mouseY * .001;
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+
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+ if ( mesh ) {
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+
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+ mesh.rotation.y += 0.05 * ( targetX - mesh.rotation.y );
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+ mesh.rotation.x += 0.05 * ( targetY - mesh.rotation.x );
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+
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+ if ( mesh.material.__webglShader ) {
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+
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+ mesh.material.__webglShader.uniforms.time.value = performance.now() / 1000;
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+
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+ }
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+
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+ }
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+
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+ composer.render();
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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