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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 - lambert shader</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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+ 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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+ background-color: #000000;
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+ margin: 0px;
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+ overflow: hidden;
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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;
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+ width: 100%;
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+ padding: 5px;
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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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+ #notSupported {
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+ width: 50%;
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+ margin: auto;
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+ border: 2px red solid;
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+ margin-top: 20px;
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+ padding: 10px;
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+ }
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+ </style>
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+</head>
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+<body>
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+
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+ <div id="container"></div>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing - lambert shader
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+ <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
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+ </div>
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+
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+ <script src="../build/three.js"></script>
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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/controls/OrbitControls.js"></script>
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+ <script src="js/CurveExtras.js"></script>
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+
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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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+ THREE.CustomShaderLib = {
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+
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+ customDepthRGBA: { // this is a cut-and-paste of the depth shader -- modified to accommodate instancing for this app
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+
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+ uniforms: THREE.ShaderLib.depth.uniforms,
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+
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+ vertexShader:
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+ `
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+ // instanced
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+ #ifdef INSTANCED
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+
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+ attribute vec3 instanceOffset;
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+ attribute float instanceScale;
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+
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+ #endif
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+
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+ #include <common>
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+ #include <uv_pars_vertex>
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+ #include <displacementmap_pars_vertex>
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+ #include <morphtarget_pars_vertex>
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+ #include <skinning_pars_vertex>
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+ #include <logdepthbuf_pars_vertex>
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+ #include <clipping_planes_pars_vertex>
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+
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+ void main() {
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+
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+ #include <uv_vertex>
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+
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+ #include <skinbase_vertex>
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+
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+ #ifdef USE_DISPLACEMENTMAP
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+
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+ #include <beginnormal_vertex>
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+ #include <morphnormal_vertex>
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+ #include <skinnormal_vertex>
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+
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+ #endif
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+
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+ #include <begin_vertex>
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+
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+ // instanced
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+ #ifdef INSTANCED
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+
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+ transformed *= instanceScale;
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+ transformed = transformed + instanceOffset;
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+
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+ #endif
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+
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+ #include <morphtarget_vertex>
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+ #include <skinning_vertex>
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+ #include <displacementmap_vertex>
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+ #include <project_vertex>
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+ #include <logdepthbuf_vertex>
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+ #include <clipping_planes_vertex>
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+
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+ }
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+ `,
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+
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+ fragmentShader: THREE.ShaderChunk.depth_frag
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+
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+ },
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+
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+ lambert: { // this is a cut-and-paste of the lambert shader -- modified to accommodate instancing for this app
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+
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+ uniforms: THREE.ShaderLib.lambert.uniforms,
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+
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+ vertexShader:
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+ `
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+ #define LAMBERT
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+
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+ #ifdef INSTANCED
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+ attribute vec3 instanceOffset;
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+ attribute vec3 instanceColor;
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+ attribute float instanceScale;
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+ #endif
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+
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+ varying vec3 vLightFront;
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ varying vec3 vLightBack;
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+
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+ #endif
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+
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+ #include <common>
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+ #include <uv_pars_vertex>
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+ #include <uv2_pars_vertex>
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+ #include <envmap_pars_vertex>
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+ #include <bsdfs>
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+ #include <lights_pars_begin>
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+ #include <lights_pars_maps>
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+ #include <color_pars_vertex>
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+ #include <fog_pars_vertex>
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+ #include <morphtarget_pars_vertex>
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+ #include <skinning_pars_vertex>
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+ #include <shadowmap_pars_vertex>
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+ #include <logdepthbuf_pars_vertex>
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+ #include <clipping_planes_pars_vertex>
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+
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+ void main() {
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+
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+ #include <uv_vertex>
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+ #include <uv2_vertex>
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+ #include <color_vertex>
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+
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+ // vertex colors instanced
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+ #ifdef INSTANCED
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+ #ifdef USE_COLOR
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+ vColor.xyz = instanceColor.xyz;
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+ #endif
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+ #endif
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+
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+ #include <beginnormal_vertex>
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+ #include <morphnormal_vertex>
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+ #include <skinbase_vertex>
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+ #include <skinnormal_vertex>
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+ #include <defaultnormal_vertex>
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+
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+ #include <begin_vertex>
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+
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+ // position instanced
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+ #ifdef INSTANCED
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+ transformed *= instanceScale;
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+ transformed = transformed + instanceOffset;
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+ #endif
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+
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+ #include <morphtarget_vertex>
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+ #include <skinning_vertex>
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+ #include <project_vertex>
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+ #include <logdepthbuf_vertex>
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+ #include <clipping_planes_vertex>
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+
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+ #include <worldpos_vertex>
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+ #include <envmap_vertex>
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+ #include <lights_lambert_vertex>
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+ #include <shadowmap_vertex>
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+ #include <fog_vertex>
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+
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+ }
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+ `,
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+
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+ fragmentShader: THREE.ShaderLib.lambert.fragmentShader
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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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+ var mesh, renderer, scene, camera, controls;
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+ var stats;
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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: true } );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.shadowMap.enabled = true;
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+ document.body.appendChild( renderer.domElement );
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+
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+ renderer.gammaOutput = true;
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+
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+ scene = new THREE.Scene();
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+
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+ scene.fog = new THREE.FogExp2( 0x000000, 0.004 );
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+ renderer.setClearColor( scene.fog.color, 1 );
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+
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+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.set( 80, 40, 80 );
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+
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+ scene.add( camera );
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+
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+ controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.enableZoom = false;
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+ controls.maxPolarAngle = Math.PI / 2;
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+
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+ scene.add( new THREE.AmbientLight( 0xffffff, 0.7 ) );
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+
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+ var light = new THREE.DirectionalLight( 0xffffff, 0.4 );
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+ light.position.set( 50, 40, 0 );
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+
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+ light.castShadow = true;
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+ light.shadow.camera.left = - 40;
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+ light.shadow.camera.right = 40;
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+ light.shadow.camera.top = 40;
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+ light.shadow.camera.bottom = - 40;
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+ light.shadow.camera.near = 10;
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+ light.shadow.camera.far = 180;
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+
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+ light.shadow.bias = - 0.001;
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+ light.shadow.mapSize.width = 512;
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+ light.shadow.mapSize.height = 512;
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+
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+ scene.add( light );
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+
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+ // light shadow camera helper
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+ //light.shadowCameraHelper = new THREE.CameraHelper( light.shadow.camera );
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+ //scene.add( light.shadowCameraHelper );
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+
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+
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+ // instanced buffer geometry
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+
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+ var geometry = new THREE.InstancedBufferGeometry();
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+ geometry.copy( new THREE.TorusBufferGeometry( 2, 0.5, 8, 128 ) );
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+
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+ const INSTANCES = 256;
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+
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+ var knot = new THREE.Curves.TorusKnot( 10 );
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+ var positions = knot.getSpacedPoints( INSTANCES );
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+
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+ var offsets = new Float32Array( INSTANCES * 3 ); // xyz
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+ var colors = new Float32Array( INSTANCES * 3 ); // rgb
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+ var scales = new Float32Array( INSTANCES * 1 ); // s
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+
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+ var color = new THREE.Color();
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+
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+ for ( var i = 0, l = INSTANCES; i < l; i ++ ) {
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+
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+ var index = 3 * i;
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+
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+ // per-instance position offset
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+ offsets[ index ] = positions[ i ].x;
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+ offsets[ index + 1 ] = positions[ i ].y;
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+ offsets[ index + 2 ] = positions[ i ].z;
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+
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+ // per-instance color tint - optional
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+ colors[ index ] = 1;
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+ colors[ index + 1 ] = 1;
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+ colors[ index + 2 ] = 1;
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+
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+ // per-instance scale variation
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+ scales[ i ] = 1 + 0.5 * Math.sin( 32 * Math.PI * i / INSTANCES );
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+
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+ }
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+
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+ geometry.addAttribute( 'instanceOffset', new THREE.InstancedBufferAttribute( offsets, 3 ) );
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+ geometry.addAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( colors, 3 ) );
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+ geometry.addAttribute( 'instanceScale', new THREE.InstancedBufferAttribute( scales, 1 ) );
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+
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+
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+ // material
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+
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+ var envMap = new THREE.TextureLoader().load( `textures/metal.jpg`, function ( texture ) {
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+
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+ texture.mapping = THREE.SphericalReflectionMapping;
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+
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+ } );
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+
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+ var shader = THREE.CustomShaderLib[ 'lambert' ];
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+
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+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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+
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+ uniforms[ "diffuse" ].value.set( 0xffb54a );
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+ uniforms[ "envMap" ].value = envMap;
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+ uniforms[ "reflectivity" ].value = 1;
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+
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+ // defines - Since we are reusing the ShaderChunks, we must specify the required defines.
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+ // The renderer does not set these defines for ShaderMaterial
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+
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+ var defines = {
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+ 'INSTANCED': "",
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+ 'USE_ENVMAP': "",
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+ 'ENVMAP_TYPE_SPHERE': "",
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+ 'ENVMAP_MODE_REFLECTION': "",
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+ 'ENVMAP_BLENDING_MULTIPLY': "",
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+ };
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+
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+ var material = new THREE.ShaderMaterial( {
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+
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+ // Material and ShaderMaterial properties can be set here -- except opacity
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+ // the Lambert-properties must be set in the uniforms or defines
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+
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+ defines: defines,
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+ uniforms: uniforms,
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+ vertexShader: shader.vertexShader,
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+ fragmentShader: shader.fragmentShader,
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+
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+ vertexColors: THREE.VertexColors,
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+ lights: true,
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+ fog: true
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+
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+ } );
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+
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+
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+ // custom depth material - required for instanced shadows
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+
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+ var shader = THREE.CustomShaderLib[ 'customDepthRGBA' ];
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+
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+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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+
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+ var customDepthMaterial = new THREE.ShaderMaterial( {
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+
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+ defines: {
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+ 'INSTANCED': "",
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+ 'DEPTH_PACKING': THREE.RGBADepthPacking
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+ },
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+ uniforms: uniforms,
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+ vertexShader: shader.vertexShader,
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+ fragmentShader: shader.fragmentShader
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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 = new THREE.Mesh( geometry, material );
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+ mesh.scale.set( 1, 1, 2 );
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+ mesh.castShadow = true;
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+ mesh.receiveShadow = true;
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+ mesh.customDepthMaterial = customDepthMaterial;
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+ mesh.frustumCulled = false;
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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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+ var ground = new THREE.Mesh(
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+ new THREE.PlaneBufferGeometry( 800, 800 ).rotateX( - Math.PI / 2 ),
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+ new THREE.MeshPhongMaterial( { color: 0x888888 } )
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+ );
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+ ground.position.set( 0, - 40, 0 );
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+ ground.receiveShadow = true;
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+
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+ scene.add( ground );
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+
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|
|
+ //
|
|
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|
+
|
|
|
|
+ stats = new Stats();
|
|
|
|
+ document.body.appendChild( stats.dom );
|
|
|
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+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function animate() {
|
|
|
|
+
|
|
|
|
+ requestAnimationFrame( animate );
|
|
|
|
+
|
|
|
|
+ mesh.rotation.y += 0.005;
|
|
|
|
+
|
|
|
|
+ stats.update();
|
|
|
|
+
|
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|
|
+ renderer.render( scene, camera );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+</body>
|
|
|
|
+
|
|
|
|
+</html>
|