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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 - materials - wireframe</title>
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+ <meta charset="utf-8">
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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #000000;
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+ overflow: hidden;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <script src="../build/Three.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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+ attribute vec3 center;
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+ varying vec3 vCenter;
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+
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+ void main() {
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+
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+ vCenter = center;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 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="fragmentShaderQuad">
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+
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+ #extension GL_OES_standard_derivatives : enable
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+
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+ varying vec3 vCenter;
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+
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+ float edgeFactor1() {
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+
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+ vec2 d = fwidth( vCenter.xy );
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+ vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, vCenter.xy );
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+ return min( a2.x, a2.y );
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+
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+ }
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+
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+ float edgeFactor2() {
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+
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+ vec2 d = fwidth( 1.0 - vCenter.xy );
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+ vec2 a2 = smoothstep( vec2( 0.0 ), d * 1.5, 1.0 - vCenter.xy );
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+
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+ return min( a2.x, a2.y );
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+ }
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+
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+
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+ void main() {
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+
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+ gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), min( edgeFactor1(), edgeFactor2() ) );
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+ gl_FragColor.a = 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="fragmentShaderTri">
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+
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+ #extension GL_OES_standard_derivatives : enable
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+
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+ varying vec3 vCenter;
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+
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+ float edgeFactor() {
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+
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+ vec3 d = fwidth( vCenter );
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+ vec3 a3 = smoothstep( vec3( 0.0 ), d * 1.5, vCenter );
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+ return min( min( a3.x, a3.y ), a3.z );
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+
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+ }
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+
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+ void main() {
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+
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+ gl_FragColor.rgb = mix( vec3( 1.0 ), vec3( 0.2 ), edgeFactor() );
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+ gl_FragColor.a = 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>
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+
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+ var camera, scene, renderer;
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+ var meshTris, meshQuads, meshLines;
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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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+ scene = new THREE.Scene();
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+
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+ // camera
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+
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+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
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+ camera.position.z = 800;
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+ scene.add( camera );
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+
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+ //
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+
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+ var size = 150;
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+
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+ var geometryLines = new THREE.CubeGeometry( size, size, size );
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+ var geometryQuads = new THREE.CubeGeometry( size, size, size );
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+ var geometryTris = new THREE.CubeGeometry( size, size, size );
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+
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+ THREE.GeometryUtils.triangulateQuads( geometryTris );
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+
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+ // wireframe using gl.LINES
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+
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+ var materialLines = new THREE.MeshBasicMaterial( { wireframe: true } );
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+
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+ meshLines = new THREE.Mesh( geometryLines, materialLines );
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+ meshLines.position.x = 300;
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+ scene.add( meshLines );
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+
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+ //
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+
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+ var vertexShader = document.getElementById( 'vertexShader' ).textContent;
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+
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+ var fragmentShaderQuad = document.getElementById( 'fragmentShaderQuad' ).textContent;
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+ var fragmentShaderTri = document.getElementById( 'fragmentShaderTri' ).textContent;
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+
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+ // wireframe using gl.TRIANGLES (interpreted as quads)
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+
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+ var attributesQuads = { center: { type: 'v3', boundTo: 'faceVertices', value: [] } };
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+ var valuesQuads = attributesQuads.center.value;
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+
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+ for( var f = 0; f < geometryQuads.faces.length; f ++ ) {
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+
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+ var face = geometryQuads.faces[ f ];
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+
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+ if ( face instanceof THREE.Face3 ) {
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+
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+ valuesQuads[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
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+
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+ } else {
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+
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+ valuesQuads[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 1, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ) ];
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+
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+ }
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+
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+ }
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+
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+ var materialQuads = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesQuads, vertexShader: vertexShader, fragmentShader: fragmentShaderQuad } );
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+
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+ meshQuads = new THREE.Mesh( geometryQuads, materialQuads );
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+ meshQuads.position.x = 0;
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+ scene.add( meshQuads );
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+
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+ // wireframe using gl.TRIANGLES (interpreted as triangles)
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+
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+ var attributesTris = { center: { type: 'v3', boundTo: 'faceVertices', value: [] } };
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+ var valuesTris = attributesTris.center.value;
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+
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+ for( var f = 0; f < geometryTris.faces.length; f ++ ) {
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+
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+ var face = geometryTris.faces[ f ];
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+
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+ if ( face instanceof THREE.Face3 ) {
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+
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+ valuesTris[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ) ];
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+
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+ } else {
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+
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+ valuesQuads[ f ] = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( 1, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ) ];
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+
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+ }
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+
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+ }
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+
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+ var materialTris = new THREE.ShaderMaterial( { uniforms: {}, attributes: attributesTris, vertexShader: vertexShader, fragmentShader: fragmentShaderTri } );
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+
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+ meshTris = new THREE.Mesh( geometryTris, materialTris );
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+ meshTris.position.x = -300;
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+ scene.add( meshTris );
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+
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+ // renderer
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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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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+ // events
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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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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ meshLines.rotation.x += 0.005;
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+ meshLines.rotation.y += 0.01;
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+
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+ meshQuads.rotation.x += 0.005;
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+ meshQuads.rotation.y += 0.01;
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+
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+ meshTris.rotation.x += 0.005;
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+ meshTris.rotation.y += 0.01;
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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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