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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 - Light Shafts</title>
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- <meta charset="utf-8">
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- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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- <link type="text/css" rel="stylesheet" href="main.css">
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- </head>
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-
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- <body>
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- <div id="info">
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- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Light Shafts<br/>
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- Model by <a href="https://skfb.ly/6ICER" target="_blank" rel="noopener">Splodeman</a><br />
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- </div>
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-
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- <script type="x-shader/x-vertex" id="vertexShader">
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-
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- #include <common>
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-
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- uniform float speed;
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- uniform float time;
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- uniform float timeOffset;
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- varying vec2 vUv;
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- varying float vAlpha;
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-
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- void main() {
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-
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- vec3 pos = position;
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-
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- float l = ( time * speed * 0.01 ) + timeOffset;
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- float f = fract( l ); // linear time factor [0,1)
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- float a = f * f; // quadratic time factor [0,1)
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-
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- // slightly animate the vertices of light shaft if necessary
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-
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- // pos.x += cos( l * 20.0 ) * sin( l * 10.0 );
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-
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- vAlpha = saturate( 0.7 + min( 1.0, a * 10.0 ) * ( sin( a * 40.0 ) * 0.25 ) );
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-
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- vUv = uv;
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-
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
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-
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- }
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-
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- </script>
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-
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- <script type="x-shader/x-fragment" id="fragmentShader">
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-
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- uniform float attenuation;
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- uniform vec3 color;
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- uniform sampler2D colorTexture;
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-
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- varying vec2 vUv;
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- varying float vAlpha;
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-
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- void main() {
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-
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- vec4 textureColor = texture2D( colorTexture, vUv );
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- gl_FragColor = vec4( textureColor.rgb * color.rgb, textureColor.a * vAlpha );
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- gl_FragColor.a *= pow( gl_FragCoord.z, attenuation );
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-
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- }
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-
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- </script>
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-
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- <script type="module">
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-
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- import * as THREE from '../build/three.module.js';
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-
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- import { OrbitControls } from './jsm/controls/OrbitControls.js';
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- import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
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-
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- var container, controls, clock;
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- var camera, scene, renderer, uniforms;
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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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- 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, 100 );
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- camera.position.set( 3.2, 3, 3.7 );
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-
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- clock = new THREE.Clock();
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-
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- scene = new THREE.Scene();
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- scene.background = new THREE.Color( 0xcf8b74 );
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-
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- var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
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- light.position.set( 0, 20, 0 );
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- scene.add( light );
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-
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- light = new THREE.DirectionalLight( 0xffffff );
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- light.position.set( 0, 20, 10 );
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- scene.add( light );
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-
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- // light shafts definition
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-
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- var textureLoader = new THREE.TextureLoader();
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- var texture = textureLoader.load( 'textures/lightShaft.png' );
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-
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- uniforms = {
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- // controls how fast the ray attenuates when the camera comes closer
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- attenuation: {
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- value: 10
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- },
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- // controls the speed of the animation
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- speed: {
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- value: 2
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- },
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- // the color of the ray
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- color: {
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- value: new THREE.Color( 0xdadc9f )
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- },
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- // the visual representation of the ray highly depends on the used texture
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- colorTexture: {
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- value: texture
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- },
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- // global time value for animation
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- time: {
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- value: 0
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- },
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- // individual time offset so rays are animated differently if necessary
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- timeOffset: {
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- value: 0
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- }
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- };
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-
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- var lightShaftMaterial = new THREE.ShaderMaterial( {
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- uniforms: uniforms,
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- vertexShader: document.getElementById( 'vertexShader' ).textContent,
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- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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- blending: THREE.AdditiveBlending,
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- depthWrite: false,
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- transparent: true,
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- side: THREE.DoubleSide
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- } );
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-
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- var lightShaftGeometry = new THREE.PlaneBufferGeometry( 0.5, 5 );
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-
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- // model
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-
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- var loader = new GLTFLoader().setPath( 'models/gltf/Tree/' );
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- loader.load( 'tree.glb', function ( gltf ) {
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-
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- gltf.scene.traverse( function ( child ) {
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-
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- if ( child.isMesh ) {
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-
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- child.material.transparent = false;
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- child.material.alphaTest = 0.5;
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- child.material.depthWrite = true;
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-
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- }
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-
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- } );
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-
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- scene.add( gltf.scene );
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-
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- // when the model is loaded, add light shafts
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-
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- for ( var i = 0; i < 5; i ++ ) {
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-
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- var lightShaft = new THREE.Mesh( lightShaftGeometry, lightShaftMaterial );
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- lightShaft.position.x = - 1 + 1.5 * Math.sign( ( i % 2 ) );
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- lightShaft.position.y = 2;
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- lightShaft.position.z = - 1.5 + ( i * 0.5 );
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- lightShaft.rotation.y = Math.PI * 0.2;
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- lightShaft.rotation.z = Math.PI * - ( 0.15 + 0.1 * Math.random() );
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- scene.add( lightShaft );
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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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- renderer = new THREE.WebGLRenderer( { antialias: true } );
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- renderer.outputEncoding = THREE.sRGBEncoding;
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- container.appendChild( renderer.domElement );
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-
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- controls = new OrbitControls( camera, renderer.domElement );
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- controls.target.set( 0.5, 1.5, 0 );
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- controls.minDistance = 2;
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- controls.maxDistance = 20;
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- controls.update();
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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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- camera.aspect = window.innerWidth / window.innerHeight;
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- camera.updateProjectionMatrix();
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-
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- renderer.setSize( window.innerWidth, window.innerHeight );
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-
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- }
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-
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- //
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-
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- function animate() {
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-
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- requestAnimationFrame( animate );
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-
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- const delta = clock.getDelta();
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-
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- uniforms.time.value += delta;
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-
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- renderer.render( scene, camera );
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-
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- }
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-
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- </script>
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-
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- </body>
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-</html>
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