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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 - material instance uniform</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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+ <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 material instance uniform
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+ </div>
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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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+ <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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+ import { nodeFrame } from './jsm/renderers/webgl/nodes/WebGLNodes.js';
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+ import { NodeUpdateType } from './jsm/renderers/nodes/core/constants.js';
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+ import Node from './jsm/renderers/nodes/core/Node.js';
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+ import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';
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+
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+ class InstanceUniformNode extends Node {
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+
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+ constructor() {
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+
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+ super( 'vec3' );
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+
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+ this.updateType = NodeUpdateType.Object;
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+
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+ this.inputNode = new ColorNode();
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+
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+ }
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+
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+ update( frame ) {
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+
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+ const rendererState = frame.renderer.state;
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+ const mesh = frame.object;
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+
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+ const meshColor = mesh.color;
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+
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+ this.inputNode.value.copy( meshColor );
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+
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+ // force refresh material uniforms
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+ rendererState.useProgram( null );
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+
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+ }
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+
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+ generate( builder, output ) {
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+
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+ return this.inputNode.build( builder, output );
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+
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+ }
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+
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+ }
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+
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+ let stats;
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+
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+ let camera, scene, renderer;
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+ let pointLight;
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+
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+ const objects = [];
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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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+ const container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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+ camera.position.set( 0, 200, 800 );
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+
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+ scene = new THREE.Scene();
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+
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+ // Grid
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+
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+ const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
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+ helper.position.y = - 75;
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+ scene.add( helper );
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+
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+ // Material
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+
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+ const instanceUniform = new InstanceUniformNode();
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+
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+ const material = new THREE.MeshStandardMaterial();
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+ material.colorNode = instanceUniform;
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+
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+ // Spheres geometry
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+
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+ const geometry = new THREE.SphereGeometry( 70, 32, 16 );
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+
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+ for ( let i = 0, l = 12; i < l; i ++ ) {
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+
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+ addMesh( geometry, material );
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+
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+ }
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+
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+ // Lights
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+
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+ scene.add( new THREE.AmbientLight( 0x111111 ) );
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+
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+ const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.125 );
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+
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+ directionalLight.position.x = Math.random() - 0.5;
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+ directionalLight.position.y = Math.random() - 0.5;
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+ directionalLight.position.z = Math.random() - 0.5;
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+ directionalLight.position.normalize();
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+
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+ scene.add( directionalLight );
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+
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+ pointLight = new THREE.PointLight( 0xffffff, 1 );
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+ scene.add( pointLight );
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+
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+ pointLight.add( new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ) );
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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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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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+ stats = new Stats();
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+ container.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 addMesh( geometry, material ) {
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+
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+ const mesh = new THREE.Mesh( geometry, material );
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+
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+ mesh.color = new THREE.Color( Math.random() * 0xffffff );
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+
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+ mesh.position.x = ( objects.length % 4 ) * 200 - 400;
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+ mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
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+
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+ mesh.rotation.x = Math.random() * 200 - 100;
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+ mesh.rotation.y = Math.random() * 200 - 100;
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+ mesh.rotation.z = Math.random() * 200 - 100;
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+
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+ objects.push( mesh );
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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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+ 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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+ nodeFrame.update();
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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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+ const timer = 0.0001 * Date.now();
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+
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+ camera.position.x = Math.cos( timer ) * 1000;
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+ camera.position.z = Math.sin( timer ) * 1000;
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+
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+ camera.lookAt( scene.position );
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+
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+ for ( let i = 0, l = objects.length; i < l; i ++ ) {
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+
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+ const object = objects[ i ];
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+
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+ object.rotation.x += 0.01;
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+ object.rotation.y += 0.005;
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+
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+ }
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+
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+ pointLight.position.x = Math.sin( timer * 7 ) * 300;
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+ pointLight.position.y = Math.cos( timer * 5 ) * 400;
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+ pointLight.position.z = Math.cos( timer * 3 ) * 300;
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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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