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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 - instancing - lambert shader</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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- <style>
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- a {
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- color: #08f;
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- }
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- #notSupported {
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- width: 50%;
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- margin: auto;
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- background-color: #f00;
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- margin-top: 20px;
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- padding: 10px;
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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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- <div id="container"></div>
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- <div id="info">
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- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing - lambert shader
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- <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
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- </div>
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-
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- <script type="module">
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- import * as THREE from '../build/three.module.js';
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-
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- import Stats from './jsm/libs/stats.module.js';
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-
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- import { OrbitControls } from './jsm/controls/OrbitControls.js';
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- import { Curves } from './jsm/curves/CurveExtras.js';
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-
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- // this is a cut-and-paste of the depth shader -- modified to accommodate instancing for this app
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- var customDepthVertexShader =
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- `
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- // instanced
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- attribute vec3 instanceOffset;
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- attribute float instanceScale;
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-
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- #include <common>
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- #include <uv_pars_vertex>
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- #include <displacementmap_pars_vertex>
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- #include <morphtarget_pars_vertex>
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- #include <skinning_pars_vertex>
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- #include <logdepthbuf_pars_vertex>
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- #include <clipping_planes_pars_vertex>
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-
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- varying vec2 vHighPrecisionZW;
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-
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- void main() {
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-
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- #include <uv_vertex>
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-
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- #include <skinbase_vertex>
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-
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- #ifdef USE_DISPLACEMENTMAP
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-
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- #include <beginnormal_vertex>
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- #include <morphnormal_vertex>
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- #include <skinnormal_vertex>
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-
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- #endif
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-
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- #include <begin_vertex>
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-
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- // instanced
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- transformed *= instanceScale;
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- transformed = transformed + instanceOffset;
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-
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- #include <morphtarget_vertex>
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- #include <skinning_vertex>
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- #include <displacementmap_vertex>
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- #include <project_vertex>
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- #include <logdepthbuf_vertex>
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- #include <clipping_planes_vertex>
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-
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- vHighPrecisionZW = gl_Position.zw;
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-
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- }
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- `;
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-
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- // this is a cut-and-paste of the lambert shader -- modified to accommodate instancing for this app
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- var customLambertVertexShader =
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- `
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- #define LAMBERT
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-
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- // instanced
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- attribute vec3 instanceOffset;
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- attribute vec3 instanceColor;
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- attribute float instanceScale;
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-
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- varying vec3 vLightFront;
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- varying vec3 vIndirectFront;
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-
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- #ifdef DOUBLE_SIDED
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- varying vec3 vLightBack;
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- varying vec3 vIndirectBack;
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- #endif
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-
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- #include <common>
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- #include <uv_pars_vertex>
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- #include <uv2_pars_vertex>
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- #include <envmap_pars_vertex>
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- #include <bsdfs>
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- #include <lights_pars_begin>
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- #include <color_pars_vertex>
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- #include <fog_pars_vertex>
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- #include <morphtarget_pars_vertex>
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- #include <skinning_pars_vertex>
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- #include <shadowmap_pars_vertex>
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- #include <logdepthbuf_pars_vertex>
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- #include <clipping_planes_pars_vertex>
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-
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- void main() {
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-
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- #include <uv_vertex>
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- #include <uv2_vertex>
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- #include <color_vertex>
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-
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- // vertex colors instanced
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- #ifdef USE_COLOR
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- vColor.xyz = instanceColor.xyz;
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- #endif
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-
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- #include <beginnormal_vertex>
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- #include <morphnormal_vertex>
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- #include <skinbase_vertex>
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- #include <skinnormal_vertex>
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- #include <defaultnormal_vertex>
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-
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- #include <begin_vertex>
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-
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- // position instanced
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- transformed *= instanceScale;
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- transformed = transformed + instanceOffset;
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-
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- #include <morphtarget_vertex>
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- #include <skinning_vertex>
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- #include <project_vertex>
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- #include <logdepthbuf_vertex>
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- #include <clipping_planes_vertex>
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-
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- #include <worldpos_vertex>
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- #include <envmap_vertex>
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- #include <lights_lambert_vertex>
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- #include <shadowmap_vertex>
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- #include <fog_vertex>
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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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- var mesh, renderer, scene, camera, controls;
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- var stats;
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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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- renderer = new THREE.WebGLRenderer( { antialias: true } );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- renderer.shadowMap.enabled = true;
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- document.body.appendChild( renderer.domElement );
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-
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- renderer.outputEncoding = THREE.sRGBEncoding;
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-
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- scene = new THREE.Scene();
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-
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- scene.fog = new THREE.FogExp2( 0x000000, 0.004 );
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- renderer.setClearColor( scene.fog.color, 1 );
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-
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- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
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- camera.position.set( 80, 40, 80 );
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-
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- scene.add( camera );
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-
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- controls = new OrbitControls( camera, renderer.domElement );
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- controls.enableZoom = false;
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- controls.maxPolarAngle = Math.PI / 2;
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-
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- scene.add( new THREE.AmbientLight( 0xffffff, 0.7 ) );
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-
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- var light = new THREE.DirectionalLight( 0xffffff, 0.4 );
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- light.position.set( 50, 40, 0 );
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-
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- light.castShadow = true;
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- light.shadow.camera.left = - 40;
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- light.shadow.camera.right = 40;
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- light.shadow.camera.top = 40;
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- light.shadow.camera.bottom = - 40;
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- light.shadow.camera.near = 10;
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- light.shadow.camera.far = 180;
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-
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- light.shadow.bias = - 0.001;
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- light.shadow.mapSize.width = 512;
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- light.shadow.mapSize.height = 512;
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-
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- scene.add( light );
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-
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- // light shadow camera helper
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- //light.shadowCameraHelper = new CameraHelper( light.shadow.camera );
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- //scene.add( light.shadowCameraHelper );
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-
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-
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- // instanced buffer geometry
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-
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- var geometry = new THREE.InstancedBufferGeometry();
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- geometry.copy( new THREE.TorusBufferGeometry( 2, 0.5, 8, 128 ) );
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-
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- const INSTANCES = 256;
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-
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- var knot = new Curves.TorusKnot( 10 );
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- var positions = knot.getSpacedPoints( INSTANCES );
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-
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- var offsets = new Float32Array( INSTANCES * 3 ); // xyz
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- var colors = new Float32Array( INSTANCES * 3 ); // rgb
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- var scales = new Float32Array( INSTANCES * 1 ); // s
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-
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- for ( var i = 0, l = INSTANCES; i < l; i ++ ) {
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-
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- var index = 3 * i;
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-
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- // per-instance position offset
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- offsets[ index ] = positions[ i ].x;
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- offsets[ index + 1 ] = positions[ i ].y;
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- offsets[ index + 2 ] = positions[ i ].z;
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-
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- // per-instance color tint - optional
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- colors[ index ] = 1;
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- colors[ index + 1 ] = 1;
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- colors[ index + 2 ] = 1;
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-
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- // per-instance scale variation
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- scales[ i ] = 1 + 0.5 * Math.sin( 32 * Math.PI * i / INSTANCES );
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-
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- }
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-
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- geometry.setAttribute( 'instanceOffset', new THREE.InstancedBufferAttribute( offsets, 3 ) );
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- geometry.setAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( colors, 3 ) );
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- geometry.setAttribute( 'instanceScale', new THREE.InstancedBufferAttribute( scales, 1 ) );
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-
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-
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- // material
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-
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- var envMap = new THREE.TextureLoader().load( `textures/metal.jpg`, function ( texture ) {
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-
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- texture.mapping = THREE.SphericalReflectionMapping;
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- texture.encoding = THREE.sRGBEncoding;
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- if ( mesh ) mesh.material.needsUpdate = true;
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-
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- } );
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-
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- var material = new THREE.MeshLambertMaterial( {
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-
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- color: 0xffb54a,
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- envMap: envMap,
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- combine: THREE.MultiplyOperation,
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- reflectivity: 0.8,
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-
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- vertexColors: true,
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- fog: true
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-
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- } );
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-
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- material.onBeforeCompile = function( shader ) {
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-
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- shader.vertexShader = customLambertVertexShader;
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-
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- };
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-
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-
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- // custom depth material - required for instanced shadows
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-
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- var customDepthMaterial = new THREE.MeshDepthMaterial();
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-
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- customDepthMaterial.onBeforeCompile = function( shader ) {
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-
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- shader.vertexShader = customDepthVertexShader;
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-
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- };
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-
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- customDepthMaterial.depthPacking = THREE.RGBADepthPacking;
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-
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- //
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-
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- mesh = new THREE.Mesh( geometry, material );
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- mesh.scale.set( 1, 1, 2 );
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- mesh.castShadow = true;
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- mesh.receiveShadow = true;
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- mesh.customDepthMaterial = customDepthMaterial;
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- mesh.frustumCulled = false;
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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 ground = new THREE.Mesh(
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- new THREE.PlaneBufferGeometry( 800, 800 ).rotateX( - Math.PI / 2 ),
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- new THREE.MeshPhongMaterial( { color: 0x888888 } )
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- );
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- ground.position.set( 0, - 40, 0 );
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- ground.receiveShadow = true;
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-
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- scene.add( ground );
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-
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- //
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-
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- stats = new Stats();
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- document.body.appendChild( stats.dom );
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-
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- //
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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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- renderer.setSize( window.innerWidth, window.innerHeight );
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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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- }
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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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- mesh.rotation.y += 0.005;
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-
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- stats.update();
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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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-
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- </script>
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-
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-</body>
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-
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-</html>
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