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@@ -1,214 +1,212 @@
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<!DOCTYPE html>
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<!DOCTYPE html>
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<html lang="en">
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<html lang="en">
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- <head>
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- <title>three.js webgl - 3D texture</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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- background:#000;
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- padding:0;
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- margin:0;
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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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- color: #ffffff;
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- padding: 5px;
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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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- }
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-
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- #info a {
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- color: #ffffff;
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- }
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- </style>
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- </head>
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- <script id="vs" type="x-shader/x-vertex">
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- #version 300 es
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-
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- uniform float depth;
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- uniform vec2 size;
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- out vec3 vUv;
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-
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- void main() {
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-
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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- // Convert position.xy to 1.0-0.0
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-
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- vUv.xy = position.xy / size + 0.5;
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- vUv.y = 1.0 - vUv.y; // original data is upside down
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-
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- vUv.z = depth;
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-
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- }
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- </script>
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-
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- <script id="fs" type="x-shader/x-fragment">
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- #version 300 es
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-
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- precision highp float;
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- precision highp int;
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- precision highp sampler3D;
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-
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- uniform sampler3D diffuse;
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- in vec3 vUv;
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- out vec4 out_FragColor;
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-
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- void main() {
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-
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- vec4 color = texture( diffuse, vUv );
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-
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- // lighten a bit
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- out_FragColor = vec4( color.rrr * 1.5, 1.0 );
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-
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- }
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- </script>
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- <body>
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- <div id="info">
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- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 3D Texture<br />
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- Scanned head data by
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- <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br />
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- licensed under
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- <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a>
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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/controls/OrbitControls.js"></script>-->
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-
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- <script src="js/libs/jszip.min.js"></script>
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- <script src="js/libs/stats.min.js"></script>
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- <script src="js/WebGL.js"></script>
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-
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- <script>
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-
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- if ( WEBGL.isWebGL2Available() === false ) {
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-
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- document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
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-
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- }
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-
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- var camera, scene, mesh, renderer, stats;
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-
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- var planeWidth = 50;
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- var planeHeight = 50;
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-
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- var depthStep = 1 / ( 109 * 3 );
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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.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, 0.1, 2000 );
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- camera.position.z = 70;
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+<head>
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+ <title>three.js webgl - volume rendering example</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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+ font-family: Monospace;
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+ background-color: #000;
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+ color: #fff;
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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: 10px;
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+ width: 100%;
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+ text-align: center;
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+ z-index: 5;
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+ display:block;
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+ }
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+ .dg {
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+ z-index: 10 !important;
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+ }
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+ #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
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+ #inset {
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+ width: 150px;
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+ height: 150px;
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+ background-color: transparent; /* or transparent; will show through only if renderer alpha: true */
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+ border: none; /* or none; */
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+ margin: 0;
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+ padding: 0px;
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+ position: absolute;
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+ left: 20px;
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+ bottom: 20px;
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+ z-index: 100;
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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">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Float volume render test (mip / isosurface)
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+ </div>
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+ <div id="inset"></div>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script src="js/controls/OrbitControls.js"></script>
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+
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+ <script src="js/Volume.js"></script>
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+ <script src="js/loaders/NRRDLoader.js"></script>
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+ <script src="js/shaders/VolumeShader.js"></script>
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+
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+ <script src="js/WebGL.js"></script>
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+ <script src="js/libs/gunzip.min.js"></script>
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+ <script src="js/libs/dat.gui.min.js"></script>
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+
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+ <script>
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+
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+ if ( WEBGL.isWebGL2Available() === false ) {
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+
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+ document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
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+
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+ }
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+
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+ var container,
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+ renderer,
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+ scene,
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+ camera,
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+ controls,
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+ material,
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+ volconfig,
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+ cmtextures;
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+
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+ init();
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+
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+ function init() {
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+
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+ scene = new THREE.Scene();
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+
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+ // Create renderer
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+ var canvas = document.createElement( 'canvas' );
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+ var context = canvas.getContext( 'webgl2' );
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+ renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+
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+ // Create camera (The volume renderer does not work very well with perspective yet)
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+ var h = 512; // frustum height
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+ var aspect = window.innerWidth / window.innerHeight;
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+ camera = new THREE.OrthographicCamera( - h * aspect / 2, h * aspect / 2, h / 2, - h / 2, 1, 1000 );
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+ camera.position.set( 0, 0, 128 );
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+ camera.up.set( 0, 0, 1 ); // In our data, z is up
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+
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+ // Create controls
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+ controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.addEventListener( 'change', render );
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+ controls.target.set( 64, 64, 128 );
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+ controls.minZoom = 0.5;
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+ controls.maxZoom = 4;
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+ controls.update();
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+
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+ // scene.add( new THREE.AxesHelper( 128 ) );
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+
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+ // Lighting is baked into the shader a.t.m.
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+ // var dirLight = new THREE.DirectionalLight( 0xffffff );
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+
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+ // The gui for interaction
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+ volconfig = { clim1: 0, clim2: 1, renderstyle: 'iso', isothreshold: 0.15, colormap: 'viridis' };
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+ var gui = new dat.GUI();
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+ gui.add( volconfig, 'clim1', 0, 1, 0.01 ).onChange( updateUniforms );
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+ gui.add( volconfig, 'clim2', 0, 1, 0.01 ).onChange( updateUniforms );
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+ gui.add( volconfig, 'colormap', { gray: 'gray', viridis: 'viridis' } ).onChange( updateUniforms );
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+ gui.add( volconfig, 'renderstyle', { mip: 'mip', iso: 'iso' } ).onChange( updateUniforms );
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+ gui.add( volconfig, 'isothreshold', 0, 1, 0.01 ).onChange( updateUniforms );
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+
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+ // Load the data ...
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+ new THREE.NRRDLoader().load( "models/nrrd/stent.nrrd", function ( volume ) {
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+
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+ // Texture to hold the volume. We have scalars, so we put our data in the red channel.
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+ // THREEJS will select R32F (33326) based on the RedFormat and FloatType.
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+ // Also see https://www.khronos.org/registry/webgl/specs/latest/2.0/#TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE
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+ // TODO: look the dtype up in the volume metadata
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+ var texture = new THREE.DataTexture3D( volume.data, volume.xLength, volume.yLength, volume.zLength );
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+ texture.format = THREE.RedFormat;
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+ texture.type = THREE.FloatType;
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+ texture.minFilter = texture.magFilter = THREE.LinearFilter;
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+ texture.unpackAlignment = 1;
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+ texture.needsUpdate = true;
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+
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+ // Colormap textures
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+ cmtextures = {
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+ viridis: new THREE.TextureLoader().load( 'textures/cm_viridis.png', render ),
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+ gray: new THREE.TextureLoader().load( 'textures/cm_gray.png', render )
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+ };
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+
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+ // Material
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+ var shader = THREE.VolumeRenderShader1;
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+
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+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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+
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+ uniforms[ "u_data" ].value = texture;
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+ uniforms[ "u_size" ].value.set( volume.xLength, volume.yLength, volume.zLength );
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+ uniforms[ "u_clim" ].value.set( volconfig.clim1, volconfig.clim2 );
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+ uniforms[ "u_renderstyle" ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
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+ uniforms[ "u_renderthreshold" ].value = volconfig.isothreshold; // For ISO renderstyle
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+ uniforms[ "u_cmdata" ].value = cmtextures[ volconfig.colormap ];
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+
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+ material = new THREE.ShaderMaterial( {
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+ uniforms: uniforms,
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+ vertexShader: shader.vertexShader,
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+ fragmentShader: shader.fragmentShader,
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+ side: THREE.BackSide // The volume shader uses the backface as its "reference point"
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+ } );
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+
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+ // Mesh
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+ var geometry = new THREE.BoxBufferGeometry( volume.xLength, volume.yLength, volume.zLength );
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+ geometry.translate( volume.xLength / 2 - 0.5, volume.yLength / 2 - 0.5, volume.zLength / 2 - 0.5 );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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- scene = new THREE.Scene();
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-
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- // width 256, height 256, depth 109, 8-bit, zip archived raw data
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-
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- new THREE.FileLoader()
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- .setResponseType( 'arraybuffer' )
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- .load( 'textures/3d/head256x256x109.zip', function ( data ) {
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-
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- var zip = new JSZip( data );
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- var array = zip.files[ 'head256x256x109' ].asUint8Array();
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-
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- var texture = new THREE.DataTexture3D( array, 256, 256, 109 );
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-
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- texture.format = THREE.RedFormat;
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- texture.type = THREE.UnsignedByteType;
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-
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- texture.needsUpdate = true;
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-
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- var material = new THREE.ShaderMaterial( {
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- uniforms: {
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- diffuse: { value: texture },
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- depth: { value: 0 },
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- size: { value: new THREE.Vector2( planeWidth, planeHeight ) }
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- },
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- vertexShader: document.getElementById( 'vs' ).textContent.trim(),
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- fragmentShader: document.getElementById( 'fs' ).textContent.trim()
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- } );
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-
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- var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight );
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-
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- mesh = new THREE.Mesh( geometry, material );
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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 controls = new THREE.OrbitControls( camera );
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-
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- // 3D Texture is available on WebGL 2.0
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-
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- var canvas = document.createElement( 'canvas' );
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- var context = canvas.getContext( 'webgl2' );
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-
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- renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
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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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-
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- window.addEventListener( 'resize', onWindowResize, false );
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-
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- }
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+ render();
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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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+ window.addEventListener( 'resize', onWindowResize, false );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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+ }
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- }
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+ function updateUniforms() {
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- function animate() {
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+ material.uniforms[ "u_clim" ].value.set( volconfig.clim1, volconfig.clim2 );
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+ material.uniforms[ "u_renderstyle" ].value = volconfig.renderstyle == 'mip' ? 0 : 1; // 0: MIP, 1: ISO
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+ material.uniforms[ "u_renderthreshold" ].value = volconfig.isothreshold; // For ISO renderstyle
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+ material.uniforms[ "u_cmdata" ].value = cmtextures[ volconfig.colormap ];
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- requestAnimationFrame( animate );
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+ render();
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- if ( mesh ) {
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+ }
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- var value = mesh.material.uniforms[ "depth" ].value;
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+ function onWindowResize() {
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- value += depthStep;
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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- if ( value > 1.0 || value < 0.0 ) {
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+ var aspect = window.innerWidth / window.innerHeight;
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- if ( value > 1.0 ) value = 2.0 - value;
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- if ( value < 0.0 ) value = - value;
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+ var frustumHeight = camera.top - camera.bottom;
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- depthStep = - depthStep;
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+ camera.left = - frustumHeight * aspect / 2;
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+ camera.right = frustumHeight * aspect / 2;
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- }
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+ camera.updateProjectionMatrix();
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- mesh.material.uniforms[ "depth" ].value = value;
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+ render();
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- }
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+ }
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- render();
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- stats.update();
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+ function render() {
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- }
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+ renderer.render( scene, camera );
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- function render() {
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+ }
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- renderer.render( scene, camera );
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-
|
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- }
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+ </script>
|
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|
|
|
|
- </script>
|
|
|
|
- </body>
|
|
|
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|
|
+</body>
|
|
</html>
|
|
</html>
|