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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 webvr - 360 6DOF panorama</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ <!-- WebXR Device API (For Chrome M76+), expires 12/04/2019 -->
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+ <meta http-equiv="origin-trial" content="Aq9LklhCLNUveuCr7QTpGpqwCPG817cYHdVyQuJPOZYk47iRB390lUKa5edVmgS1pZSl8HPspElEC/91Fz55dwIAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU03NiIsImV4cGlyeSI6MTU3NTQxNzU5OX0=">
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+ </head>
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+ <body>
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+ <div id="container"></div>
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+
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - 360 6DOF panorama<br />
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+ Written by <a href="https://orfleisher.com" target="_blank" rel="noopener">@juniorxsound</a>. Panorama from <a href="http://www.meryproject.com/" target="_blank" rel="noopener">reference panoramas</a>.
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+ </div>
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+
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+ <script type="x-shader/x-vertex" id="vertexshader">
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+ varying vec2 vUv;
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+
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+ uniform sampler2D depth_map;
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+ uniform float displacement;
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+
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+ void main() {
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+
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+ vUv = uv;
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+
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+ float depth = texture2D(depth_map, uv).r;
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+ float disp = displacement * depth;
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+ vec3 offset = position + (-normal) * disp;
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+
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+ gl_Position = projectionMatrix *
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+ modelViewMatrix *
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+ vec4(offset, 1.0);
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+ }
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+
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+ </script>
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+
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+ <script type="x-shader/x-fragment" id="fragmentshader">
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+
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+ varying vec2 vUv;
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+
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+ uniform sampler2D texture;
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+
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+ void main() {
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+
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+ gl_FragColor = texture2D(texture, vUv);
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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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+ <script src="js/vr/HelioWebXRPolyfill.js"></script>
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+
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+ <script type="module">
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+
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+ import * as THREE from '../build/three.module.js';
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+ import { WEBVR } from './jsm/vr/WebVR.js';
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+
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+ var camera, scene, renderer, sphere, clock;
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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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+ var container = document.getElementById( 'container' );
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+
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+ clock = new THREE.Clock();
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x101010 );
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+
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+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 2000 );
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+ var cameraRig = new THREE.Object3D();
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+ cameraRig.position.y = -1.6;
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+ cameraRig.add( camera );
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+ scene.add( cameraRig );
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+
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+ // Create the panoramic sphere with the custom shader material
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+ var panoSphereGeo = new THREE.SphereBufferGeometry( 6, 256, 256 );
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+ var panoSphereMat = new THREE.ShaderMaterial({
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+ uniforms: {
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+ texture: { value : null },
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+ depth_map: { value: null },
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+ displacement: { value: 4 }
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+ },
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+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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+ side: THREE.BackSide
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+ });
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+ sphere = new THREE.Mesh( panoSphereGeo, panoSphereMat );
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+ scene.add( sphere );
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+
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+ // Load and assign the texture and depth map
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+ var loader = new THREE.TextureLoader();
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+ loader.load('./textures/kandao3.jpg', function ( texture ) {
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+ texture.minFilter = THREE.NearestFilter
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+ texture.magFilter = THREE.LinearFilter
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+ texture.format = THREE.RGBFormat
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+ texture.generateMipmaps = false
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+ sphere.material.uniforms.texture.value = texture;
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+ });
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+
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+ loader.load('./textures/kandao3_depthmap.jpg', function ( depth ) {
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+ depth.minFilter = THREE.NearestFilter
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+ depth.magFilter = THREE.LinearFilter
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+ depth.format = THREE.RGBFormat
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+ depth.generateMipmaps = false
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+ sphere.material.uniforms.depth_map.value = depth;
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+ });
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.vr.enabled = true;
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+ container.appendChild( renderer.domElement );
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+
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+ document.body.appendChild( WEBVR.createButton( renderer ) );
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+
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+ //
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+
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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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+ 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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+ function animate() {
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+
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+ renderer.setAnimationLoop( render );
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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 we are not presenting move the camera a little so the effect is visible
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+ if (!renderer.vr.isPresenting()) {
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+
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+ var time = clock.getElapsedTime();
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+
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+ sphere.rotation.y += 0.001;
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+ sphere.position.x = Math.sin(time) * 0.2;
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+ sphere.position.z = Math.cos(time) * 0.2;
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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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+ </body>
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+</html>
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