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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 - bump map [Lee Perry-Smith]</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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+ color:#fff;
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+ padding:0;
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+ margin:0;
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+ font-weight: bold;
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+ overflow:hidden;
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+ }
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+
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+ a { color: #ffffff; }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; 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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+ z-index:1000;
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+ }
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+
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+ #oldie {
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+ background:rgb(200,100,0) !important;
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+ color:#fff;
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+ }
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+
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+ #vt { display:none }
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+ #vt, #vt a { color:orange; }
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+ .code { }
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+
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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://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl bump mapping without tangents using <a href="http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html">Morten Mikkelsen's</a> method -
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+ <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
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+ </div>
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+
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+ <script src="../build/Three.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/Stats.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 statsEnabled = true;
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+
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+ var container, stats, loader;
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+
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+ var camera, scene, renderer;
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+
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+ var mesh;
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+
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+ var directionalLight, pointLight, ambientLight, spotLight;
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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 windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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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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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
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+ camera.position.z = 1200;
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+
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+ scene = new THREE.Scene();
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+
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+ // LIGHTS
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+
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+ ambientLight = new THREE.AmbientLight( 0x444444 );
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+ scene.add( ambientLight );
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+
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+ //
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+
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+ pointLight = new THREE.PointLight( 0xffffff, 1.5, 1000 );
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+ pointLight.color.setHSV( 0.05, 0.05, 1 );
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+ pointLight.position.set( 0, 0, 600 );
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+
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+ scene.add( pointLight );
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+
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+ // shadow for PointLight
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+
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+ spotLight = new THREE.SpotLight( 0xffffff, 1.5 );
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+ spotLight.position.copy( pointLight.position );
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+ spotLight.color.setHSV( 0.6, 0.05, 1 );
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+ scene.add( spotLight );
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+
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+ spotLight.position.multiplyScalar( 700 );
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+
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+ spotLight.castShadow = true;
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+ spotLight.onlyShadow = true;
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+ //spotLight.shadowCameraVisible = true;
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+
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+ spotLight.shadowMapWidth = 2048;
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+ spotLight.shadowMapHeight = 2048;
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+
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+ spotLight.shadowCameraNear = 200;
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+ spotLight.shadowCameraFar = 1500;
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+
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+ spotLight.shadowCameraFov = 40;
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+
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+ spotLight.shadowBias = -0.005;
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+ spotLight.shadowDarkness = 0.35;
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+
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+ //
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+
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+ directionalLight = new THREE.DirectionalLight( 0xffffff, 1.5 );
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+ directionalLight.position.set( 1, -0.5, 1 );
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+ directionalLight.color.setHSV( 0.6, 0.05, 1 );
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+ scene.add( directionalLight );
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+
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+ directionalLight.position.multiplyScalar( 500 );
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+
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+ directionalLight.castShadow = true;
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+ //directionalLight.shadowCameraVisible = true;
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+
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+ directionalLight.shadowMapWidth = 2048;
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+ directionalLight.shadowMapHeight = 2048;
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+
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+ directionalLight.shadowCameraNear = 200;
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+ directionalLight.shadowCameraFar = 1500;
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+
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+ directionalLight.shadowCameraLeft = -500;
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+ directionalLight.shadowCameraRight = 500;
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+ directionalLight.shadowCameraTop = 500;
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+ directionalLight.shadowCameraBottom = -500;
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+
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+ directionalLight.shadowBias = -0.005;
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+ directionalLight.shadowDarkness = 0.35;
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+
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+
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+ var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
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+ var mapDummy = THREE.ImageUtils.generateDataTexture( 1, 1, new THREE.Color( 0xffffff ) );
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+
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+ mapHeight.anisotropy = 16;
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+
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+ var material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0x333333, shininess: 25, perPixel: true, map: mapDummy, bumpMap: mapHeight, bumpScale: 19, metal: false } );
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+
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+ loader = new THREE.JSONLoader( true );
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+ document.body.appendChild( loader.statusDomElement );
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+
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+ loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0x060708, clearAlpha: 1 } );
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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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+ renderer.shadowMapEnabled = true;
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+ renderer.shadowMapCullFrontFaces = false;
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+
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+ //
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+
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+ renderer.gammaInput = true;
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+ renderer.gammaOutput = true;
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+ renderer.physicallyBasedShading = true;
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+
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+ //
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+
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+ if ( statsEnabled ) {
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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 = '0px';
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+ stats.domElement.style.zIndex = 100;
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+
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+ stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
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+ stats.domElement.children[ 0 ].style.background = "transparent";
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+ stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
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+
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+ container.appendChild( stats.domElement );
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+
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+ }
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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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+ function createScene( geometry, scale, material ) {
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+
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+ geometry.computeTangents();
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+
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+ mesh.position.y = - 50;
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+ mesh.scale.set( scale, scale, scale );
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+
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+ mesh.castShadow = true;
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+ mesh.receiveShadow = true;
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+
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+ scene.add( mesh );
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+
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+ loader.statusDomElement.style.display = "none";
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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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+ SCREEN_WIDTH = window.innerWidth;
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+ SCREEN_HEIGHT = window.innerHeight;
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+
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+ renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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+
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+ camera.aspect = SCREEN_WIDTH / SCREEN_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 ) * 10;
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+ mouseY = ( event.clientY - windowHalfY ) * 10;
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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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+ if ( statsEnabled ) 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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+ var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
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+
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+ if ( mesh ) {
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+
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+ mesh.rotation.y = ry;
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+ mesh.rotation.x = rx;
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+
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+ }
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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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