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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 - shader materials</title>
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+ <meta charset="utf-8">
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+ <style type="text/css">
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+ body {
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+ color: #ffffff;
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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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+ font-weight: bold;
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+
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+ background-color: #000000;
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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: 0px; width: 100%;
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+ padding: 5px;
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+ }
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+
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+ a {
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+
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+ color: #ffffff;
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+ }
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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"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader material demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div>
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+
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+ <script type="text/javascript" src="js/Stats.js"></script>
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+
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+ <script type="text/javascript" src="../build/ThreeExtras.js"></script>
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+
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+
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+ <script id="fragment_shader4" type="x-shader/x-fragment">
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+
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+ uniform float time;
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+ uniform vec2 resolution;
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+
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+ varying vec2 vUv;
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+
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+ void main( void ) {
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+
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+ vec2 position = -1.0 + 2.0 * vUv;
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+
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+ float red = abs( sin( position.x * position.y + time / 5.0 ) );
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+ float green = abs( sin( position.x * position.y + time / 4.0 ) );
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+ float blue = abs( sin( position.x * position.y + time / 3.0 ) );
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+ gl_FragColor = vec4( red, green, blue, 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 id="fragment_shader3" type="x-shader/x-fragment">
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+
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+ uniform float time;
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+ uniform vec2 resolution;
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+
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+ varying vec2 vUv;
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+
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+ void main( void ) {
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+
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+ vec2 position = vUv;
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+
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+ float color = 0.0;
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+ color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
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+ color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
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+ color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
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+ color *= sin( time / 10.0 ) * 0.5;
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+
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+ gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 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 id="fragment_shader2" type="x-shader/x-fragment">
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+
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+ uniform float time;
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+ uniform vec2 resolution;
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+
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+ uniform sampler2D texture;
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+
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+ varying vec2 vUv;
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+
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+ void main( void ) {
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+
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+ vec2 position = -1.0 + 2.0 * vUv;
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+
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+ float a = atan( position.y, position.x );
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+ float r = sqrt( dot( position, position ) );
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+
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+ vec2 uv;
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+ uv.x = cos( a ) / r;
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+ uv.y = sin( a ) / r;
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+ uv /= 10.0;
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+ uv += time * 0.05;
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+
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+ vec3 color = texture2D( texture, uv ).rgb;
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+
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+ gl_FragColor = vec4( color * r * 1.5, 1.0 );
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+
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+ }
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+ </script>
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+
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+ <script id="fragment_shader1" type="x-shader/x-fragment">
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+ #ifdef GL_ES
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+ precision highp float;
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+ #endif
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+
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+ uniform vec2 resolution;
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+ uniform float time;
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+
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+ varying vec2 vUv;
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+
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+ void main(void)
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+ {
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+
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+ vec2 p = -1.0 + 2.0 * vUv;
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+ float a = time*40.0;
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+ float d,e,f,g=1.0/40.0,h,i,r,q;
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+
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+ e=400.0*(p.x*0.5+0.5);
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+ f=400.0*(p.y*0.5+0.5);
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+ i=200.0+sin(e*g+a/150.0)*20.0;
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+ d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
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+ r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
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+ q=f/r;
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+ e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
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+ d=sin(e*g)*176.0+sin(e*g)*164.0+r;
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+ h=((f+d)+a/2.0)*g;
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+ i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
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+ h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
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+ h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
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+ i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
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+ i=mod(i/5.6,256.0)/64.0;
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+ if(i<0.0) i+=4.0;
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+ if(i>=2.0) i=4.0-i;
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+ d=r/350.0;
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+ d+=sin(d*d*8.0)*0.52;
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+ f=(sin(a*g)+1.0)/2.0;
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+ gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),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 id="vertex_shader" type="x-shader/x-vertex">
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+
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+ varying vec2 vUv;
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+
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+ void main()
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+ {
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+ vUv = uv;
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+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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+ gl_Position = projectionMatrix * mvPosition;
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+ }
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+
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+ </script>
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+
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+ <script type="text/javascript">
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+
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+ var container, stats;
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+
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+ var start_time;
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+
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+ var camera, scene, renderer;
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+
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+ var uniforms1, uniforms2, material1, material2, mesh, meshes = [];
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+
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+ var mouseX = 0, mouseY = 0,
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+ lat = 0, lon = 0, phy = 0, theta = 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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+ setInterval( loop, 1000 / 60 );
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+
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+ function init() {
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+
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+ container = document.getElementById( 'container' );
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+
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+ camera = new THREE.Camera( 40, windowHalfX / windowHalfY, 1, 3000 );
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+ camera.position.z = 4;
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+
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+ scene = new THREE.Scene();
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+
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+ start_time = new Date().getTime();
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+
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+ uniforms1 = {
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+ time: { type: "f", value: 1.0 },
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+ resolution: { type: "v2", value: new THREE.Vector2() }
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+ };
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+
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+ uniforms2 = {
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+ time: { type: "f", value: 1.0 },
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+ resolution: { type: "v2", value: new THREE.Vector2() },
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+ texture: { type: "t", value: 0, texture: ImageUtils.loadTexture( "textures/disturb.jpg" ) }
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+ };
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+
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+ var size = 0.75, mlib = [],
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+ params = [ [ 'fragment_shader1', uniforms1 ], [ 'fragment_shader2', uniforms2 ], [ 'fragment_shader3', uniforms1 ], [ 'fragment_shader4', uniforms1 ] ];
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+
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+ for( var i = 0; i < params.length; i++ ) {
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+
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+ material = new THREE.MeshShaderMaterial( {
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+
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+ uniforms: params[ i ][ 1 ],
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+ vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
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+ fragment_shader: document.getElementById( params[ i ][ 0 ] ).textContent
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+
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+ } );
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+
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+ mlib[ i ] = material;
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+
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+ mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, [ mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ], mlib[ i ] ], false ), new THREE.MeshFaceMaterial() );
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+ mesh.position.x = i - (params.length - 1)/2;
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+ mesh.position.y = i % 2 - 0.5;
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+ scene.addObject( mesh );
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+
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+ meshes[ i ] = mesh;
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+
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+ }
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+
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+ renderer = new THREE.WebGLRenderer();
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+ container.appendChild( renderer.domElement );
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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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+ container.appendChild( stats.domElement );
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+
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+ onWindowResize();
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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( event ) {
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+
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+ uniforms1.resolution.value.x = window.innerWidth;
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+ uniforms1.resolution.value.y = window.innerHeight;
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+
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+ uniforms2.resolution.value.x = window.innerWidth;
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+ uniforms2.resolution.value.y = window.innerHeight;
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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 loop() {
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+
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+ uniforms1.time.value += 0.05;
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+ uniforms2.time.value = ( new Date().getTime() - start_time ) / 1000;
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+
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+ for( var i = 0; i < meshes.length; ++i ) {
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+
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+ meshes[ i ].rotation.y += 0.01 * ( i % 2 ? 1 : -1 );
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+ meshes[ i ].rotation.x += 0.01 * ( i % 2 ? -1 : 1 );
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+
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+ }
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+
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+ renderer.render( scene, camera );
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+ stats.update();
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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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