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+<!doctype html>
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+<html>
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+ <head>
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+ <meta charset="utf-8" />
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+ <title>three.js webgl - custom attributes [particles][billboards]</title>
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+ <style>
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+ body {
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+ color: #ffffff;
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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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+ font-weight: bold;
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+
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+ background-color: #000000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+ #info {
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+ color: #fff;
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ padding: 5px;
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+ z-index:100;
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+ }
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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"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - custom attributes example - particles - billboards</div>
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+ <div id="container"></div>
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+
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+ <script src="../build/Three.js"></script>
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+
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+ <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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+ <script type="text/javascript" src="js/Stats.js"></script>
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+
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+ <script type="x-shader/x-vertex" id="vertexshader">
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+
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+ attribute float size;
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+ attribute vec3 ca;
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+
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+ varying vec3 vColor;
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+
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+ void main() {
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+
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+ vColor = ca;
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+
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+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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+
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+ //gl_PointSize = size;
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+ gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
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+
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+ gl_Position = projectionMatrix * mvPosition;
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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 type="x-shader/x-fragment" id="fragmentshader">
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+
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+ uniform vec3 color;
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+ uniform sampler2D texture;
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+
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+ varying vec3 vColor;
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+
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+ void main() {
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+
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+ gl_FragColor = vec4( color * vColor, 1.0 );
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+ gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
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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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+
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+ <script type="text/javascript">
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+
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+ var renderer, scene, camera, stats;
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+
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+ var sphere, uniforms, attributes;
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+
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+ var vc1;
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+
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+ var WIDTH = window.innerWidth,
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+ HEIGHT = window.innerHeight;
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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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+ camera = new THREE.Camera( 45, WIDTH / HEIGHT, 1, 10000 );
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+ camera.position.z = 300;
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+
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+ scene = new THREE.Scene();
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+
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+ attributes = {
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+
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+ size: { type: 'f', value: [] },
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+ ca: { type: 'c', value: [] }
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+
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+ };
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+
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+ uniforms = {
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+
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+ amplitude: { type: "f", value: 1.0 },
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+ color: { type: "c", value: new THREE.Color( 0xffffff ) },
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+ texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/sprites/disc.png" ) },
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+
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+ };
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+
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+ uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;
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+
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+ var shaderMaterial = new THREE.MeshShaderMaterial( {
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+
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+ uniforms: uniforms,
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+ attributes: attributes,
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+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentshader' ).textContent
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+
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+ });
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+
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+
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+ var radius = 100, segments = 68, rings = 38;
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+ var geometry = new THREE.SphereGeometry( radius, segments, rings );
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+
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+ vc1 = geometry.vertices.length;
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+
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+ var geometry2 = new THREE.CubeGeometry( 0.8 * radius, 0.8 * radius, 0.8 * radius, 10, 10, 10 );
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+
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+ GeometryUtils.merge( geometry, geometry2 );
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+
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+ sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
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+
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+ sphere.dynamic = true;
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+ sphere.sortParticles = true;
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+
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+ var vertices = sphere.geometry.vertices;
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+ var values_size = attributes.size.value;
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+ var values_color = attributes.ca.value;
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+
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+
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+ for( var v = 0; v < vertices.length; v++ ) {
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+
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+ values_size[ v ] = 10;
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+ values_color[ v ] = new THREE.Color( 0xffffff );
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+
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+ if ( v < vc1 ) {
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+
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+ values_color[ v ].setHSV( 0.01 + 0.1 * ( v / vc1 ), 0.99, ( vertices[ v ].position.y + radius ) / ( 2 *radius ) );
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+
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+ } else {
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+
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+ values_size[ v ] = 40;
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+ values_color[ v ].setHSV( 0.6, 0.75, 0.5 + vertices[ v ].position.y / ( 0.8 * radius ) );
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+
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+ }
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+
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+ }
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+
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+ scene.addChild( sphere );
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+
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+ renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
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+ renderer.setSize( WIDTH, HEIGHT );
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+
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+ var container = document.getElementById( 'container' );
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+ container.appendChild( renderer.domElement );
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ container.appendChild( stats.domElement );
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+
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+ }
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+
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+ function cap( x, a, b ) {
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+
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+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
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+
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+ }
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+
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+ var i, value;
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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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+ 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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+ var time = new Date().getTime() * 0.005;
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+
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+ sphere.rotation.y = 0.02 * time;
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+ sphere.rotation.z = 0.02 * time;
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+
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+ for( i = 0; i < attributes.size.value.length; i++ ) {
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+
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+ if ( i < vc1 )
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+ attributes.size.value[ i ] = 16 + 12 * Math.sin( 0.1 * i + time );
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+
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+
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+ }
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+
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+ attributes.size.needsUpdate = true;
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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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+
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+ </script>
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+
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+</body>
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+
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+</html>
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