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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 - 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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+ 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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+ color.r *= 1.5; // lighten a bit
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+ color.gba = vec3( color.x );
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+
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+ out_FragColor = vec4( color.rgb, 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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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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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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+
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+ scene = new THREE.Scene();
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+
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+ var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight );
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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.Texture3D( 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 },// 50 / 109 },
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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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+ 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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+ onWindowResize();
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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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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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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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+
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+ value += depthStep;
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+
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+ if ( value > 1.0 || value < 0.0 ) {
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+
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+ if ( value > 1.0 ) value = 2.0 - value;
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+ if ( value < 0.0 ) vlaue = - value;
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+
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+ depthStep = - depthStep;
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+
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+ }
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+
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+ mesh.material.uniforms.depth.value = value;;
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+
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+ }
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+
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+ render();
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+ stats.update();
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+
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+ }
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+
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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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+
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+ </script>
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+ </body>
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+</html>
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