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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 - shadow map - per-object receive shadow</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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- <body>
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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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- var camera, scene, renderer;
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- var caster;
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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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- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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- camera.position.set(0, 200, 400);
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- camera.lookAt( new THREE.Vector3(0, 0, 0) );
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-
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- scene = new THREE.Scene();
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-
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- var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
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- var material = new THREE.MeshPhysicalMaterial( { color: 0xff8800 } );
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-
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- caster = new THREE.Mesh( geometry, material );
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- caster.castShadow = true;
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- caster.receiveShadow = false;
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- scene.add( caster );
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-
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- var ground = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000 ), material );
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- scene.add( ground );
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- ground.position.set(0, -80, 0);
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- ground.rotation.x = - Math.PI / 2;
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- ground.castShadow = false;
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- ground.receiveShadow = true;
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-
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- var light = new THREE.PointLight();
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- scene.add(light);
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- light.position.set(0, 600, 0);
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- light.castShadow = true;
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- light.shadow.camera.far = 1000;
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-
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- // We use a high bias value mostly because that can reveal bugs in the implementation of caster.receiveShadow
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- light.shadow.bias = 0.05;
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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.shadowMap.enabled = true;
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- document.body.appendChild( renderer.domElement );
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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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- 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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- caster.rotation.x += 0.005;
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- caster.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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