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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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+ <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: 100;
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+ display:block;
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+ }
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+ #info a {
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+ color: #ffffff;
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+ font-weight: bold;
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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> - Light Shafts -
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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 src="../build/three.js"></script>
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+
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+ <script src="js/controls/OrbitControls.js"></script>
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+ <script src="js/loaders/GLTFLoader.js"></script>
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+
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+ <script src="js/WebGL.js"></script>
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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 texture;
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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( texture, 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>
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+
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+ if ( WEBGL.isWebGLAvailable() === false ) {
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+
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+ document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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+
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+ }
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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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+ controls = new THREE.OrbitControls( camera );
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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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+ 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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+ var loader = new THREE.GLTFLoader().setPath( 'models/gltf/' );
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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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+
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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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+ } );
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+
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+ // rays
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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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+ texture: {
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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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+ 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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+ 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.gammaOutput = true;
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+ renderer.gammaFactor = 2.2;
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+ container.appendChild( renderer.domElement );
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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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