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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 - instancing - modified</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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- <link type="text/css" rel="stylesheet" href="main.css">
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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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl instancing - modified
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- </div>
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-
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- <!-- Import maps polyfill -->
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- <!-- Remove this when import maps will be widely supported -->
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- <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
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-
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- <script type="importmap">
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- {
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- "imports": {
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- "three": "../build/three.module.js"
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- }
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- }
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- </script>
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-
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- <script type="module">
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-
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- import * as THREE from 'three';
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-
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- import Stats from './jsm/libs/stats.module.js';
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-
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- let camera, scene, renderer, stats;
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-
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- let mesh;
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-
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- const dummy = new THREE.Object3D();
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-
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- const amount = 8;
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- const count = Math.pow( amount, 3 );
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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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- renderer = new THREE.WebGLRenderer( { antialias: false } ); // false improves the frame rate
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- document.body.appendChild( renderer.domElement );
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-
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- renderer.outputEncoding = THREE.sRGBEncoding;
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-
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- scene = new THREE.Scene();
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-
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- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
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- camera.position.set( 0, 0, 20 );
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-
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- new THREE.BufferGeometryLoader().load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
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-
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- const instanceColors = [];
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-
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- for ( let i = 0; i < count; i ++ ) {
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-
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- instanceColors.push( Math.random() );
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- instanceColors.push( Math.random() );
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- instanceColors.push( Math.random() );
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-
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- }
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-
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- geometry.setAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( new Float32Array( instanceColors ), 3 ) );
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-
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- geometry.computeVertexNormals();
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-
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- geometry.scale( 0.5, 0.5, 0.5 );
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-
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- //console.log( geometry );
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-
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- //
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-
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- new THREE.TextureLoader().load( 'textures/matcaps/matcap-porcelain-white.jpg', function ( texture ) {
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-
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- texture.encoding = THREE.sRGBEncoding;
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-
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- const material = new THREE.MeshMatcapMaterial( { color: 0xaaaaff, matcap: texture } );
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-
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- const colorParsChunk = [
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- 'attribute vec3 instanceColor;',
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- 'varying vec3 vInstanceColor;',
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- '#include <common>'
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- ].join( '\n' );
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-
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- const instanceColorChunk = [
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- '#include <begin_vertex>',
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- '\tvInstanceColor = instanceColor;'
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- ].join( '\n' );
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-
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- const fragmentParsChunk = [
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- 'varying vec3 vInstanceColor;',
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- '#include <common>'
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- ].join( '\n' );
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-
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- const colorChunk = [
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- 'vec4 diffuseColor = vec4( diffuse * vInstanceColor, opacity );'
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- ].join( '\n' );
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-
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- material.onBeforeCompile = function ( shader ) {
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-
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- shader.vertexShader = shader.vertexShader
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- .replace( '#include <common>', colorParsChunk )
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- .replace( '#include <begin_vertex>', instanceColorChunk );
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-
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- shader.fragmentShader = shader.fragmentShader
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- .replace( '#include <common>', fragmentParsChunk )
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- .replace( 'vec4 diffuseColor = vec4( diffuse, opacity );', colorChunk );
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-
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- //console.log( shader.uniforms );
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- //console.log( shader.vertexShader );
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- //console.log( shader.fragmentShader );
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-
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- };
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-
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- mesh = new THREE.InstancedMesh( geometry, material, count );
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-
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- mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
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-
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- scene.add( mesh );
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-
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- } );
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-
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- } );
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-
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- //
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-
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- stats = new Stats();
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- document.body.appendChild( stats.dom );
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-
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- //
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-
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- window.addEventListener( 'resize', onWindowResize );
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-
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- }
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-
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- function onWindowResize() {
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-
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- camera.aspect = window.innerWidth / window.innerHeight;
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- camera.updateProjectionMatrix();
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-
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- renderer.setSize( window.innerWidth, window.innerHeight );
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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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- if ( mesh ) {
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-
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- const time = Date.now() * 0.001;
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-
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- mesh.rotation.x = Math.sin( time / 4 );
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- mesh.rotation.y = Math.sin( time / 2 );
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-
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- let i = 0;
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- const offset = ( amount - 1 ) / 2;
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-
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- for ( let x = 0; x < amount; x ++ ) {
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-
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- for ( let y = 0; y < amount; y ++ ) {
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-
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- for ( let z = 0; z < amount; z ++ ) {
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-
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- dummy.position.set( offset - x, offset - y, offset - z );
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- dummy.rotation.y = ( Math.sin( x / 4 + time ) + Math.sin( y / 4 + time ) + Math.sin( z / 4 + time ) );
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- dummy.rotation.z = dummy.rotation.y * 2;
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-
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- dummy.updateMatrix();
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-
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- mesh.setMatrixAt( i ++, dummy.matrix );
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-
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- }
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-
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- }
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-
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- }
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-
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- mesh.instanceMatrix.needsUpdate = true;
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-
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- }
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-
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- renderer.render( scene, camera );
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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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