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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 - deferred rendering</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-color: #000;
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+ margin: 0px;
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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: 20px; 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: #ff0080;
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+ text-decoration: none;
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+ }
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+
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+ a:hover {
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+ color: #0080ff;
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+ }
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+
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+ #stats { position: absolute; top:10px; left: 5px }
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+ #stats #fps { background: transparent !important }
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+ #stats #fps #fpsText { color: #aaa !important }
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+ #stats #fps #fpsGraph { display: none }
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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">three.js</a> - deferred area lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a> -
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+ based on <a href="http://www.gamedev.net/topic/552315-glsl-area-light-implementation/" target=_blank>ArKano22's</a> glsl implementation
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+ </div>
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+ <div id="container"></div>
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+
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+ <script src="../build/three.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 src="js/renderers/WebGLDeferredRenderer.js"></script>
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+ <script src="js/ShaderDeferred.js"></script>
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+
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+ <script src="js/shaders/CopyShader.js"></script>
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+ <script src="js/shaders/FXAAShader.js"></script>
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+
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+ <script src="js/postprocessing/MaskPass.js"></script>
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+
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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 SCALE = 1;
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+ var MARGIN = 100;
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+
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+ var WIDTH = window.innerWidth;
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+ var HEIGHT = window.innerHeight - 2 * MARGIN;
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+
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+ var NEAR = 1.0, FAR = 350.0;
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+ var VIEW_ANGLE = 40;
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+
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+ // controls
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+
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+ var mouseX = 0;
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+ var mouseY = 0;
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+
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+ var targetX = 0, targetY = 0;
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+ var angle = 0;
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+ var target = new THREE.Vector3( 0, 0, 0 );
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+
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+ var windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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+
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+ // core
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+
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+ var renderer, camera, scene, stats, clock;
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+
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+ // lights
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+
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+ var numLights = 50;
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+ var lights = [];
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+
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+ //
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+
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+ init();
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+ animate();
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+
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+ // -----------------------------
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+
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+ function init() {
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+
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+ // renderer
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+
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+ renderer = new THREE.WebGLDeferredRenderer( { width: WIDTH, height: HEIGHT, scale: SCALE, antialias: true } );
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+
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+ renderer.domElement.style.position = "absolute";
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+ renderer.domElement.style.top = MARGIN + "px";
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+ renderer.domElement.style.left = "0px";
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+
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+ var container = document.getElementById( 'container' );
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+ container.appendChild( renderer.domElement );
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+
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+ // camera
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+
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+ camera = new THREE.PerspectiveCamera( VIEW_ANGLE, WIDTH / HEIGHT, NEAR, FAR );
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+ camera.position.y = 40;
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+
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+ // scene
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+
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+ scene = new THREE.Scene();
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+ scene.add( camera );
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+
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+ // stats
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '8px';
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+ stats.domElement.style.zIndex = 100;
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+ container.appendChild( stats.domElement );
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+
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+ // clock
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+
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+ clock = new THREE.Clock();
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+
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+ // add lights
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+
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+ initLights();
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+
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+ // add objects
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+
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+ initObjects();
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+
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+ // events
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+
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+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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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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+ // -----------------------------
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+
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+ function createAreaEmitter( light ) {
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+
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+ var geometry = new THREE.CubeGeometry( 1, 1, 1 );
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+ var material = new THREE.MeshBasicMaterial( { color: light.color.getHex() } );
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+
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+ var emitter = new THREE.Mesh( geometry, material );
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+
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+ emitter.position = light.position;
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+ emitter.rotation = light.rotation;
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+ emitter.scale.set( light.width * 2, 0.2, light.height * 2 );
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+
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+ return emitter;
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+
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+ }
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+
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+ function setupAreaLight( light ) {
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+
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+ var matrix = light.matrixWorld;
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+
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+ light.right.set( 1, 0, 0 );
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+ light.normal.set( 0, -1, 0 );
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+ light.right = matrix.multiplyVector3( light.right );
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+ light.normal = matrix.multiplyVector3( light.normal );
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+
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+ }
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+
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+ function initLights() {
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+
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+ var areaLight1 = new THREE.AreaLight( 0xffffff );
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+ areaLight1.position.set( 0.0001, 10.0001, -19.5001 );
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+ areaLight1.rotation.set( -0.74719, 0.0001, 0.0001 );
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+ areaLight1.width = 10;
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+ areaLight1.height = 1;
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+
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+ scene.add( areaLight1 );
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+
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+ var meshEmitter = createAreaEmitter( areaLight1 );
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+ scene.add( meshEmitter );
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+
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+ //
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+
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+ var areaLight2 = new THREE.AreaLight( 0x00ff00 );
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+ areaLight2.position.set( -19.0001, 3.0001, 0.0001 );
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+ areaLight2.rotation.set( -1.5707, 0.0001, 1.5707 );
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+ areaLight2.width = 8;
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+ areaLight2.height = 1;
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+
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+ scene.add( areaLight2 );
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+
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+ var meshEmitter = createAreaEmitter( areaLight2 );
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+ scene.add( meshEmitter );
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+
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+ //
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+
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+ var areaLight3 = new THREE.AreaLight( 0x0000ff );
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+ areaLight3.position.set( 19.0001, 3.0001, 0.0001 );
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+ areaLight3.rotation.set( 1.5707, 0.0001, -1.5707 );
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+ areaLight3.width = 8;
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+ areaLight3.height = 1;
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+
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+ scene.add( areaLight3 );
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+
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+ var meshEmitter = createAreaEmitter( areaLight3 );
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+ scene.add( meshEmitter );
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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 initObjects() {
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+
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+ var loader = new THREE.BinaryLoader();
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+ loader.load( "obj/box/box.js", function( geometry, materials ) {
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+
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+ var object = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( ) );
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+ object.position.x = 0;
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+ object.position.y = 0;
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+ object.scale.multiplyScalar( 2 );
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+ scene.add( object );
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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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+
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+ function onWindowResize( event ) {
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+
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+ windowHalfX = window.innerWidth / 2;
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+ windowHalfY = window.innerHeight / 2;
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+
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+ WIDTH = window.innerWidth;
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+ HEIGHT = window.innerHeight - 2 * MARGIN;
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+
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+ renderer.setSize( WIDTH, HEIGHT );
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+
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+ camera.aspect = WIDTH / HEIGHT;
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+ camera.updateProjectionMatrix();
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+
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+ }
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+
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+ function onDocumentMouseMove( event ) {
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+
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+ mouseX = ( event.clientX - windowHalfX ) * 1;
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+ mouseY = ( event.clientY - windowHalfY ) * 1;
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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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+ 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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+ // update camera
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+
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+ var delta = clock.getDelta();
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+
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+ targetX = mouseX * .001;
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+ targetY = mouseY * .001;
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+
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+ angle += 0.05 * ( targetX - angle );
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+
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+ camera.position.x = -Math.sin( angle ) * 40;
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+ camera.position.z = Math.cos( angle ) * 40;
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+
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+ camera.lookAt( target );
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+
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+ // 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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+
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+</html>
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