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@@ -69,15 +69,14 @@
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void main() {
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vec3 vPosition = position;
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- vec3 vcV = cross(orientation.xyz, vPosition);
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- vPosition = vcV * (2.0 * orientation.w) + (cross(orientation.xyz, vcV) * 2.0 + vPosition);
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+ vec3 vcV = cross( orientation.xyz, vPosition );
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+ vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 );
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}
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-
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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@@ -89,187 +88,116 @@
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void main() {
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- gl_FragColor = texture2D(map, vUv);
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+ gl_FragColor = texture2D( map, vUv );
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}
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-
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</script>
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<script>
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- if ( !Detector.webgl ) Detector.addGetWebGLMessage();
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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+ var camera, scene, renderer, mesh;
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+ var offsetAttribute, orientationAttribute;
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- var camera, scene, renderer;
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- var orientations;
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+ var lastTime = 0;
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+ var moveQ = new THREE.Quaternion( 0.5, 0.5, 0.5, 0.0 ).normalize();
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+ var tmpQ = new THREE.Quaternion();
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+ var currentQ = new THREE.Quaternion();
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+
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+ init();
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+ animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
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- //camera.position.z = 20;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x101010 );
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- renderer = new THREE.WebGLRenderer();
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-
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// geometry
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var instances = 5000;
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- var geometry = new THREE.InstancedBufferGeometry();
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+ var bufferGeometry = new THREE.BoxBufferGeometry( 2, 2, 2 );
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- // per mesh data
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- var vertices = new THREE.BufferAttribute( new Float32Array( [
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- // Front
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- -1, 1, 1,
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- 1, 1, 1,
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- -1, -1, 1,
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- 1, -1, 1,
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- // Back
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- 1, 1, -1,
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- -1, 1, -1,
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- 1, -1, -1,
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- -1, -1, -1,
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- // Left
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- -1, 1, -1,
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- -1, 1, 1,
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- -1, -1, -1,
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- -1, -1, 1,
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- // Right
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- 1, 1, 1,
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- 1, 1, -1,
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- 1, -1, 1,
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- 1, -1, -1,
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- // Top
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- -1, 1, 1,
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- 1, 1, 1,
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- -1, 1, -1,
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- 1, 1, -1,
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- // Bottom
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- 1, -1, 1,
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- -1, -1, 1,
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- 1, -1, -1,
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- -1, -1, -1
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- ] ), 3 );
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-
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- geometry.addAttribute( 'position', vertices );
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-
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- var uvs = new THREE.BufferAttribute( new Float32Array( [
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- //x y z
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- // Front
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- 0, 0,
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- 1, 0,
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- 0, 1,
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- 1, 1,
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- // Back
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- 1, 0,
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- 0, 0,
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- 1, 1,
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- 0, 1,
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- // Left
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- 1, 1,
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- 1, 0,
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- 0, 1,
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- 0, 0,
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- // Right
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- 1, 0,
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- 1, 1,
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- 0, 0,
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- 0, 1,
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- // Top
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- 0, 0,
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- 1, 0,
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- 0, 1,
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- 1, 1,
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- // Bottom
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- 1, 0,
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- 0, 0,
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- 1, 1,
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- 0, 1
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- ] ), 2 );
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-
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- geometry.addAttribute( 'uv', uvs );
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-
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- var indices = new Uint16Array( [
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- 0, 1, 2,
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- 2, 1, 3,
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- 4, 5, 6,
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- 6, 5, 7,
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- 8, 9, 10,
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- 10, 9, 11,
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- 12, 13, 14,
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- 14, 13, 15,
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- 16, 17, 18,
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- 18, 17, 19,
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- 20, 21, 22,
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- 22, 21, 23
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- ] );
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-
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- geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
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+ // copy data from a simple box geometry
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+
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+ var geometry = new THREE.InstancedBufferGeometry();
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+ geometry.index = bufferGeometry.index;
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+ geometry.attributes = bufferGeometry.attributes;
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+ geometry.groups = bufferGeometry.groups;
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// per instance data
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- var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1 );
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+
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+ var offsets = [];
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+ var orientations = [];
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var vector = new THREE.Vector4();
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- for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
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- var x = Math.random() * 100 - 50;
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- var y = Math.random() * 100 - 50;
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- var z = Math.random() * 100 - 50;
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- vector.set( x, y, z, 0 ).normalize();
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- // move out at least 5 units from center in current direction
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- offsets.setXYZ( i, x + vector.x * 5, y + vector.y * 5, z + vector.z * 5 );
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+ var x, y, z, w;
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- }
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+ for ( var i = 0; i < instances; i ++ ) {
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- geometry.addAttribute( 'offset', offsets ); // per mesh translation
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+ // offsets
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+ x = Math.random() * 100 - 50;
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+ y = Math.random() * 100 - 50;
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+ z = Math.random() * 100 - 50;
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- orientations = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1 ).setDynamic( true );
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+ vector.set( x, y, z, 0 ).normalize();
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+ vector.multiplyScalar( 5 ); // move out at least 5 units from center in current direction
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- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
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+ offsets.push( x + vector.x, y + vector.y, z + vector.z );
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- vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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- vector.normalize();
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+ // orientations
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- orientations.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
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+ x = Math.random() * 2 - 1;
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+ y = Math.random() * 2 - 1;
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+ z = Math.random() * 2 - 1;
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+ w = Math.random() * 2 - 1;
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+
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+ vector.set( x, y, z, w ).normalize();
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+
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+ orientations.push( vector.x, vector.y, vector.z, vector.w );
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}
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- geometry.addAttribute( 'orientation', orientations ); // per mesh orientation
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+ offsetAttribute = new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 );
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+ orientationAttribute = new THREE.InstancedBufferAttribute( new Float32Array( orientations ), 4 ).setDynamic( true );
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+
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+ geometry.addAttribute( 'offset', offsetAttribute );
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+ geometry.addAttribute( 'orientation', orientationAttribute );
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// material
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- var texture = new THREE.TextureLoader().load( 'textures/crate.gif' );
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- texture.anisotropy = renderer.getMaxAnisotropy();
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var material = new THREE.RawShaderMaterial( {
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uniforms: {
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- map: { value: texture }
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+ map: { value: new THREE.TextureLoader().load( 'textures/crate.gif' ) }
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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.DoubleSide,
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- transparent: false
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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} );
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- var mesh = new THREE.Mesh( geometry, material );
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+ mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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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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+ container.appendChild( renderer.domElement );
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if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
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- document.getElementById( "notSupported" ).style.display = "";
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+
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+ document.getElementById( 'notSupported' ).style.display = '';
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return;
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- }
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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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stats = new Stats();
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container.appendChild( stats.dom );
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@@ -298,38 +226,31 @@
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}
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- var lastTime = 0;
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-
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- var moveQ = ( new THREE.Quaternion( .5, .5, .5, 0.0 ) ).normalize();
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- var tmpQ = new THREE.Quaternion();
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- var currentQ = new THREE.Quaternion();
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function render() {
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var time = performance.now();
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- var object = scene.children[0];
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-
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- object.rotation.y = time * 0.00005;
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-
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- renderer.render( scene, camera );
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+ mesh.rotation.y = time * 0.00005;
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var delta = ( time - lastTime ) / 5000;
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tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
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- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
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- var index = i * 4;
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- currentQ.set( orientations.array[index], orientations.array[index + 1], orientations.array[index + 2], orientations.array[index + 3] );
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+ for ( var i = 0, il = orientationAttribute.count; i < il; i ++ ) {
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+
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+ currentQ.fromArray( orientationAttribute.array, ( i * 4 ) );
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currentQ.multiply( tmpQ );
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- orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
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+ orientationAttribute.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
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}
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- orientations.needsUpdate = true;
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+
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+ orientationAttribute.needsUpdate = true;
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lastTime = time;
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+
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+ renderer.render( scene, camera );
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+
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}
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- init();
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- animate();
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</script>
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</body>
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