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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 test</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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+ 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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+ 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;
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+ 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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+ color: #ffffff;
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+ }
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+
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+ #oldie a {
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+ color: #da0;
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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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+ border: 2px red solid;
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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="http://threejs.org" target="_blank">three.js</a> - instancing demo
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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 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/libs/stats.min.js"></script>
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+
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+
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+ precision highp float;
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+
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+ uniform float sineTime;
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+
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+ uniform mat4 modelViewMatrix; // optional
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+ uniform mat4 projectionMatrix; // optional
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+
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+ attribute vec3 position;
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+ attribute vec3 offset;
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+ attribute vec4 color;
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+ attribute vec4 rotationStart;
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+ attribute vec4 rotationEnd;
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+
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+ varying vec3 vPosition;
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+ varying vec4 vColor;
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+
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+ void main() {
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+
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+ vPosition = offset * max(abs(sineTime * 2.0 + 1.0), 0.5) + position;
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+ vec4 rotation = normalize(mix(rotationStart, rotationEnd, sineTime));
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+ vec3 vcV = cross(rotation.xyz, vPosition);
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+ vPosition = vcV * (2.0 * rotation.w) + (cross(rotation.xyz, vcV) * 2.0 + vPosition);
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+
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+ vColor = color;
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 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="fragmentShader" type="x-shader/x-fragment">
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+
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+ precision highp float;
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+
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+ uniform float time;
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+
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+ varying vec3 vPosition;
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+ varying vec4 vColor;
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+
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+ void main() {
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+
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+ vec4 color = vec4( vColor );
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+ color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
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+
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+ gl_FragColor = color;
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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>
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+
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+ if ( !Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var container, stats;
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+
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+ var camera, scene, renderer;
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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.getElementById( 'container' );
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
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+ camera.position.z = 2;
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+
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+ scene = new THREE.Scene();
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+
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+ // geometry
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+
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+ var triangles = 1;
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+ var instances = 65000;
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+
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+ var geometry = new THREE.InstancedBufferGeometry();
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+
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+ var vertices = new THREE.BufferAttribute( new Float32Array( triangles * 3 * 3 ), 3 );
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+
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+ vertices.setXYZ( 0, 0.025, -0.025, 0 );
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+ vertices.setXYZ( 1, -0.025, 0.025, 0 );
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+ vertices.setXYZ( 2, 0, 0, 0.025 );
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+
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+ geometry.addAttribute( 'position', vertices );
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+
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+ var offsets = new THREE.InstancedBufferAttribute( new Float32Array( instances * 3 ), 3, 1, false );
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+
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+ for ( var i = 0, ul = offsets.length / 3; i < ul; i++ ) {
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+
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+ offsets.setXYZ( i, Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
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+
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+ }
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+
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+ geometry.addAttribute( 'offset', offsets );
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+
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+ var colors = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false );
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+
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+ for ( var i = 0, ul = colors.length / 4; i < ul; i++ ) {
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+
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+ colors.setXYZW( i, Math.random(), Math.random(), Math.random(), Math.random() );
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+
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+ }
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+
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+ geometry.addAttribute( 'color', colors );
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+
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+ var vector = new THREE.Vector4();
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+
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+ var rotationsStart = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false );
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+
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+ for ( var i = 0, ul = rotationsStart.length / 4; i < ul; i++ ) {
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+
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+ vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ vector.normalize();
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+
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+ rotationsStart.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
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+
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+ }
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+
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+ geometry.addAttribute( 'rotationStart', rotationsStart );
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+
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+ var rotationsEnd = new THREE.InstancedBufferAttribute( new Float32Array( instances * 4 ), 4, 1, false );
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+
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+ for ( var i = 0, ul = rotationsEnd.length / 4; i < ul; i++ ) {
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+
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+ vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ vector.normalize();
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+
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+ rotationsEnd.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
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+
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+ }
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+
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+ geometry.addAttribute( 'rotationEnd', rotationsEnd );
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+
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+ // material
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+
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+ var material = new THREE.RawShaderMaterial( {
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+
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+ uniforms: {
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+ time: { type: "f", value: 1.0 },
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+ sineTime: { type: "f", value: 1.0 }
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+ },
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+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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+ side: THREE.DoubleSide,
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+ transparent: true,
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+ attributes: { 'position': 0, 'offset': 1, 'color': 2, 'rotationStart': 3, 'rotationEnd': 4 }
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+
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+ } );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+
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+ renderer = new THREE.WebGLRenderer();
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+
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+ if ( !renderer.supportsInstancedArrays ) {
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+ document.getElementById( "notSupported" ).style.display = "";
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+ return;
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+ }
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+
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+ renderer.setClearColor( 0x101010 );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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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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+ 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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+ 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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+ 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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+ //
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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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+ var lastTime = 0;
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+
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+ function render() {
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+
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+ var time = performance.now();
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+
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+
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+ var object = scene.children[0];
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+
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+ object.rotation.y = time * 0.0005;
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+ object.material.uniforms.time.value = time * 0.005;
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+ object.material.uniforms.sineTime.value = Math.sin( object.material.uniforms.time.value * 0.05 );
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+
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+ renderer.render( scene, camera );
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+
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+ lastTime = time;
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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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