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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 - postprocessing manual msaa</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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+ margin: 0px;
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+ background-color: #000;
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+ overflow: hidden;
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+ font-family:Monospace;
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+ font-size:13px;
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+ margin: 0px;
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+ text-align:center;
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+ overflow: hidden;
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+ }
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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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+ display:block;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
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+ When the rotation stops the scene automatically improves its static visual quality by accumulating jittered renders.<br/>
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+ This allows for the static quality of a high quality, but slow MSAA shader at the cost of a single render per frame (if sampleLevel = 0).<br/><br/>
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+ Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality.
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+ </div>
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+
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+ <div id="container"></div>
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+
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+ <script src="../build/three.min.js"></script>
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+ <script src="js/libs/stats.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 src="js/postprocessing/ManualMSAARenderPass.js"></script>
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+ <script src="js/postprocessing/TAARenderPass.js"></script>
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+ <script src="js/shaders/CopyShader.js"></script>
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+ <script src="js/shaders/CompositeShader.js"></script>
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+
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/MaskPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+
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+
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+ <script>
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+
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+ var camera, scene, renderer, composer, copyPass, taaRenderPass, renderPass;
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+ var gui, stats, texture;
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+
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+ var param = { TAAEnabled: "1", TAASampleLevel: 0 };
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+
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+ init();
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+ animate();
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+
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+ clearGui();
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+
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+ function clearGui() {
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+
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+ if ( gui ) gui.destroy();
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+
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+ gui = new dat.GUI();
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+
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+ gui.add( param, 'TAAEnabled', {
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+ 'Disabled': '0',
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+ 'Enabled': '1'
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+ } ).onFinishChange( function() {
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+
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+ if( taaRenderPass ) {
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+
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+ taaRenderPass.enabled = ( param.TAAEnabled === "1" );
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+ renderPass.enabled = ( param.TAAEnabled !== "1" );
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+
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+ }
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+
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+ } );
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+
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+ gui.add( param, 'TAASampleLevel', {
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+ 'Level 0: 1 Sample': 0,
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+ 'Level 1: 2 Samples': 1,
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+ 'Level 2: 4 Samples': 2,
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+ 'Level 3: 8 Samples': 3,
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+ 'Level 4: 16 Samples': 4
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+ } ).onFinishChange( function() {
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+
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+ if( taaRenderPass ) {
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+ taaRenderPass.sampleLevel = param.TAASampleLevel;
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+ }
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+
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+ } );
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+
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+ gui.open();
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+
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+ }
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+
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+ function init() {
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+
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+ container = document.getElementById( "container" );
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: false } );
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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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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ container.appendChild( stats.domElement );
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.z = 300;
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+
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+ scene = new THREE.Scene();
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+
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+ var geometry = new THREE.BoxGeometry( 120, 120, 120 );
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+ var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ mesh.position.x = - 100;
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+ scene.add( mesh );
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+
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+ var texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
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+ texture.minFilter = THREE.NearestFilter;
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+ texture.magFilter = THREE.NearestFilter;
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+ texture.anisotropy = 1;
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+ texture.generateMipmaps = false;
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+
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+ var material = new THREE.MeshBasicMaterial( { map: texture } );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ mesh.position.x = 100;
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+ scene.add( mesh );
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+
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+ // postprocessing
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+
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+ composer = new THREE.EffectComposer( renderer );
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+
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+ taaRenderPass = new THREE.TAARenderPass( scene, camera );
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+ composer.addPass( taaRenderPass );
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+
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+ renderPass = new THREE.RenderPass( scene, camera );
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+ renderPass.enabled = false;
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+ composer.addPass( renderPass );
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+
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+ copyPass = new THREE.ShaderPass( THREE.CopyShader );
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+ copyPass.renderToScreen = true;
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+ composer.addPass( copyPass );
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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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+
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+ function onWindowResize() {
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+
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+ var width = window.innerWidth;
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+ var height = window.innerHeight;
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+
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+ camera.aspect = width / height;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( width, height );
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+
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+ var pixelRatio = renderer.getPixelRatio();
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+ var newWidth = Math.floor( width / pixelRatio ) || 1;
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+ var newHeight = Math.floor( height / pixelRatio ) || 1;
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+ composer.setSize( newWidth, newHeight );
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+ taaRenderPass.setSize( newWidth, newHeight );
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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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+ this.index = this.index || 0;
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+
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+ requestAnimationFrame( animate );
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+
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+ this.index ++;
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+
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+ if( Math.round( this.index / 200 ) % 2 === 0 ) {
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+ for ( var i = 0; i < scene.children.length; i ++ ) {
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+
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+ var child = scene.children[ i ];
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+
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+ child.rotation.x += 0.005;
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+ child.rotation.y += 0.01;
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+
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+ }
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+ if( taaRenderPass ) taaRenderPass.accumulate = false;
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+ }
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+ else {
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+ if( taaRenderPass ) taaRenderPass.accumulate = true;
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+ }
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+
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+ composer.render();
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+
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+ stats.update();
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+
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+ }
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+
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+ </script>
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+ <div>
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+ </body>
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+</html>
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