webgl_lights_deferred_pointlights.html 21 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - deferred rendering</title>
  5. <meta charset="utf-8" />
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 20px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family: Monospace;
  19. font-size: 13px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #ff0080;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #0080ff;
  28. }
  29. #stats { position: absolute; top:10px; left: 5px }
  30. #stats #fps { background: transparent !important }
  31. #stats #fps #fpsText { color: #aaa !important }
  32. #stats #fps #fpsGraph { display: none }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> - deferred point lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a> -
  38. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head -
  39. light attenuation formula by <a href="http://imdoingitwrong.wordpress.com/tag/glsl/" target=_blank>Tom Madams</a>
  40. </div>
  41. <div id="container"></div>
  42. <script src="../build/three.min.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script src="js/libs/stats.min.js"></script>
  45. <script src="js/ShaderDeferred.js"></script>
  46. <script src="js/shaders/CopyShader.js"></script>
  47. <script src="js/shaders/FXAAShader.js"></script>
  48. <script src="js/shaders/ColorCorrectionShader.js"></script>
  49. <script src="js/postprocessing/EffectComposer.js"></script>
  50. <script src="js/postprocessing/RenderPass.js"></script>
  51. <script src="js/postprocessing/ShaderPass.js"></script>
  52. <script src="js/postprocessing/MaskPass.js"></script>
  53. <script src="js/controls/TrackballControls.js"></script>
  54. <!--
  55. <script src="js/loaders/UTF8Loader.js"></script>
  56. <script src="js/loaders/MTLLoader.js"></script>
  57. -->
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var SCALE = 0.75;
  61. var MARGIN = 100;
  62. var WIDTH = window.innerWidth;
  63. var HEIGHT = window.innerHeight - 2 * MARGIN;
  64. var NEAR = 1.0, FAR = 350.0;
  65. var VIEW_ANGLE = 45;
  66. var ASPECT = WIDTH / HEIGHT;
  67. var mouseX = 0;
  68. var mouseY = 0;
  69. var targetX = 0, targetY = 0;
  70. var angle = 0;
  71. var target = new THREE.Vector3( 0, 0, 0 );
  72. var windowHalfX = window.innerWidth / 2;
  73. var windowHalfY = window.innerHeight / 2;
  74. // core
  75. var renderer, camera, controls, stats, clock;
  76. // scenes and scene nodes
  77. var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;
  78. // rendertargets
  79. var rtColor, rtNormals, rtDepth, rtLightBuffer, rtEmitter, rtFinal;
  80. // composer
  81. var compColor, compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
  82. var effectFXAA;
  83. // materials
  84. var colorShader, normalShader, bumpShader, clipDepthShader, lightShader, unlitShader, compositeShader;
  85. var matNormal, matClipDepth, matBasic, matUnlit;
  86. var numLights = 50;
  87. var lights = new Array();
  88. // -----------------------------
  89. function bootstrap() {
  90. renderer = new THREE.WebGLRenderer( { alpha: false } );
  91. renderer.setSize( WIDTH, HEIGHT );
  92. renderer.setClearColorHex( 0x000000, 1 );
  93. renderer.domElement.style.position = "absolute";
  94. renderer.domElement.style.top = MARGIN + "px";
  95. renderer.domElement.style.left = "0px";
  96. var container = document.getElementById( 'container' );
  97. container.appendChild( renderer.domElement );
  98. // scene camera
  99. camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
  100. camera.position.z = 150;
  101. controls = new THREE.TrackballControls( camera, renderer.domElement );
  102. // scene for walt's head model
  103. scene = new THREE.Scene();
  104. sceneNode = new THREE.Object3D();
  105. scene.add( sceneNode );
  106. scene.add( camera );
  107. // scene for light proxy geometry
  108. lightScene = new THREE.Scene();
  109. lightNode = new THREE.Object3D();
  110. lightScene.add( lightNode );
  111. // scene for the coloured emitter spheres
  112. emitterScene = new THREE.Scene();
  113. emitterNode = new THREE.Object3D();
  114. emitterScene.add( emitterNode );
  115. // full screen quad for compositing
  116. quadScene = new THREE.Scene();
  117. quadNode = new THREE.Object3D();
  118. quadScene.add( quadNode );
  119. quadNode.add( new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ) ) );
  120. // stats
  121. stats = new Stats();
  122. stats.domElement.style.position = 'absolute';
  123. stats.domElement.style.top = '8px';
  124. stats.domElement.style.zIndex = 100;
  125. container.appendChild( stats.domElement );
  126. // clock
  127. clock = new THREE.Clock();
  128. }
  129. // -----------------------------
  130. function createRenderTargets() {
  131. var rtParamsFloat = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  132. format: THREE.RGBAFormat, type: THREE.FloatType };
  133. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  134. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  135. // ----------------------------------------------------------
  136. // g-buffer
  137. // ----------------------------------------------------------
  138. rtNormals = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
  139. rtDepth = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
  140. rtColor = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
  141. rtFinal = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
  142. rtNormals.generateMipmaps = false;
  143. rtDepth.generateMipmaps = false;
  144. rtColor.generateMipmaps = false;
  145. rtFinal.generateMipmaps = false;
  146. var passNormals = new THREE.RenderPass( scene, camera );
  147. compNormals = new THREE.EffectComposer( renderer, rtNormals );
  148. compNormals.addPass( passNormals );
  149. var passDepth = new THREE.RenderPass( scene, camera );
  150. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  151. compDepth.addPass( passDepth );
  152. var passColor = new THREE.RenderPass( scene, camera );
  153. compColor = new THREE.EffectComposer( renderer, rtColor );
  154. compColor.addPass( passColor );
  155. // ----------------------------------------------------------
  156. // light emitter spheres
  157. // ----------------------------------------------------------
  158. var emitterPass = new THREE.RenderPass( emitterScene, camera );
  159. rtEmitter = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
  160. rtEmitter.generateMipmaps = false;
  161. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  162. compEmitter.addPass( emitterPass );
  163. // ----------------------------------------------------------
  164. // lighting pass
  165. // ----------------------------------------------------------
  166. rtLightBuffer = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
  167. rtLightBuffer.generateMipmaps = false;
  168. var passLight = new THREE.RenderPass( lightScene, camera );
  169. compLightBuffer = new THREE.EffectComposer( renderer, rtLightBuffer );
  170. compLightBuffer.addPass( passLight );
  171. lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  172. lightShader.uniforms[ 'samplerNormals' ].value = compNormals.renderTarget2;
  173. lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  174. lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLightBuffer;
  175. var geomEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  176. for ( var x = 0; x < numLights; x ++ ) {
  177. var light = lights[ x ];
  178. // setup material
  179. var matLight = new THREE.ShaderMaterial( {
  180. uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
  181. vertexShader: lightShader.vertexShader,
  182. fragmentShader: lightShader.fragmentShader,
  183. defines: { "ADDITIVE_SPECULAR": false, "SPECULAR_INTENSITY" : 0.048, "SHININESS": 75.01 },
  184. blending: THREE.AdditiveBlending,
  185. depthWrite: false,
  186. transparent: true
  187. } );
  188. matLight.uniforms[ "lightPos" ].value = light.position;
  189. matLight.uniforms[ "lightRadius" ].value = light.distance;
  190. matLight.uniforms[ "lightIntensity" ].value = light.intensity;
  191. matLight.uniforms[ "lightColor" ].value = light.color;
  192. // setup proxy geometry for this light
  193. var geomLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  194. var meshLight = new THREE.Mesh( geomLight, matLight );
  195. lightNode.add( meshLight );
  196. // create emitter sphere
  197. var matEmitter = new THREE.ShaderMaterial( {
  198. uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
  199. vertexShader: unlitShader.vertexShader,
  200. fragmentShader: unlitShader.fragmentShader
  201. } );
  202. var meshEmitter = new THREE.Mesh( geomEmitter, matEmitter );
  203. meshEmitter.position = light.position;
  204. emitterNode.add( meshEmitter );
  205. // add emitter to light node
  206. meshLight.emitter = meshEmitter;
  207. }
  208. // ----------------------------------------------------------
  209. // composite
  210. // ----------------------------------------------------------
  211. compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  212. compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  213. compositePass = new THREE.ShaderPass( compositeShader );
  214. compositePass.needsSwap = true;
  215. //compositePass.renderToScreen = true;
  216. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  217. //effectFXAA.uniforms[ 'resolution' ].value.set( 1 / ( WIDTH ), 1 / ( HEIGHT ) );
  218. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / ( SCALE * WIDTH ), 1 / ( SCALE * HEIGHT ) );
  219. //effectFXAA.renderToScreen = true;
  220. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  221. effectColor.renderToScreen = true;
  222. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  223. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  224. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  225. compFinal.addPass( compositePass );
  226. compFinal.addPass( effectFXAA );
  227. compFinal.addPass( effectColor );
  228. }
  229. // -----------------------------
  230. function initScene( object, y, scale ) {
  231. object.traverse( function( node ) {
  232. if ( node.material ) {
  233. // color material
  234. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  235. var defines = { "USE_MAP": !!node.material.map, "GAMMA_INPUT": true };
  236. var material = new THREE.ShaderMaterial( {
  237. fragmentShader: colorShader.fragmentShader,
  238. vertexShader: colorShader.vertexShader,
  239. uniforms: uniforms,
  240. defines: defines
  241. } );
  242. uniforms.diffuse.value.copy( node.material.color );
  243. uniforms.map.value = node.material.map;
  244. if ( node.material.bumpMap ) {
  245. var offset = node.material.bumpMap.offset;
  246. var repeat = node.material.bumpMap.repeat;
  247. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  248. }
  249. if ( node.material.transparent ) {
  250. material.alphaTest = 0.1;
  251. }
  252. if ( node.material.name === "eyetrans" ) {
  253. material.visible = false;
  254. }
  255. node.properties.colorMaterial = material;
  256. // normal material
  257. if ( node.material.bumpMap ) {
  258. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  259. var normalMaterial = new THREE.ShaderMaterial( {
  260. uniforms: uniforms,
  261. vertexShader: bumpShader.vertexShader,
  262. fragmentShader: bumpShader.fragmentShader,
  263. defines: { "USE_BUMPMAP": true }
  264. } );
  265. uniforms.bumpMap.value = node.material.bumpMap;
  266. uniforms.bumpScale.value = node.material.bumpScale;
  267. var offset = node.material.bumpMap.offset;
  268. var repeat = node.material.bumpMap.repeat;
  269. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  270. node.properties.normalMaterial = normalMaterial;
  271. } else {
  272. node.properties.normalMaterial = matNormal;
  273. }
  274. // depth material
  275. node.properties.depthMaterial = matClipDepth;
  276. }
  277. } );
  278. object.position.y = y;
  279. object.scale.set( scale, scale, scale );
  280. sceneNode.add( object );
  281. }
  282. // -----------------------------
  283. function initMaterials() {
  284. // -----------------------
  285. // shader definitions
  286. // -----------------------
  287. colorShader = THREE.ShaderDeferred[ "color" ];
  288. normalShader = THREE.ShaderDeferred[ "normals" ];
  289. bumpShader = THREE.ShaderDeferred[ "bump" ];
  290. clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  291. unlitShader = THREE.ShaderDeferred[ "unlit" ];
  292. lightShader = THREE.ShaderDeferred[ "light" ];
  293. compositeShader = THREE.ShaderDeferred[ "composite" ];
  294. unlitShader.uniforms[ "viewWidth" ].value = SCALE * WIDTH;
  295. unlitShader.uniforms[ "viewHeight" ].value = SCALE * HEIGHT;
  296. lightShader.uniforms[ "viewWidth" ].value = SCALE * WIDTH;
  297. lightShader.uniforms[ "viewHeight" ].value = SCALE * HEIGHT;
  298. // -----------------------
  299. // default materials
  300. // -----------------------
  301. matNormal = new THREE.ShaderMaterial( {
  302. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  303. vertexShader: normalShader.vertexShader,
  304. fragmentShader: normalShader.fragmentShader
  305. } );
  306. matClipDepth = new THREE.ShaderMaterial( {
  307. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  308. vertexShader: clipDepthShader.vertexShader,
  309. fragmentShader: clipDepthShader.fragmentShader
  310. } );
  311. }
  312. // -----------------------------
  313. function initLights() {
  314. var distance = 40;
  315. // front light
  316. var light = new THREE.PointLight();
  317. light.color = new THREE.Vector3( 1, 1, 1 );
  318. light.intensity = 1.5;
  319. light.distance = 1.5 * distance;
  320. lights.push( light );
  321. // random lights
  322. for ( var i = 1; i < numLights; i ++ ) {
  323. var light = new THREE.PointLight();
  324. light.color = new THREE.Vector3( Math.random(), Math.random(), Math.random() ).normalize();
  325. // gamma to linear
  326. light.color.x *= light.color.x;
  327. light.color.y *= light.color.y;
  328. light.color.z *= light.color.z;
  329. light.intensity = 2.0;
  330. light.distance = distance;
  331. lights.push( light );
  332. }
  333. }
  334. // -----------------------------
  335. function onDocumentMouseMove( event ) {
  336. mouseX = ( event.clientX - windowHalfX ) * 1;
  337. mouseY = ( event.clientY - windowHalfY ) * 1;
  338. }
  339. // -----------------------------
  340. function animate() {
  341. var delta = clock.getDelta();
  342. requestAnimationFrame( animate );
  343. //controls.update( delta );
  344. targetX = mouseX * .001;
  345. targetY = mouseY * .001;
  346. angle += 0.05 * ( targetX - angle );
  347. camera.position.x = -Math.sin( angle ) * 150;
  348. camera.position.z = Math.cos( angle ) * 150;
  349. camera.lookAt( target );
  350. stats.update();
  351. render();
  352. }
  353. // -----------------------------
  354. function render() {
  355. // -----------------------------
  356. // g-buffer color
  357. // -----------------------------
  358. sceneNode.traverse( function( node ) {
  359. if ( node.material ) {
  360. node.material = node.properties.colorMaterial;
  361. }
  362. } );
  363. compColor.render();
  364. // -----------------------------
  365. // g-buffer depth
  366. // -----------------------------
  367. sceneNode.traverse( function( node ) {
  368. if ( node.material ) {
  369. node.material = node.properties.depthMaterial;
  370. }
  371. } );
  372. compDepth.render();
  373. // -----------------------------
  374. // g-buffer normals
  375. // -----------------------------
  376. sceneNode.traverse( function( node ) {
  377. if ( node.material ) {
  378. node.material = node.properties.normalMaterial;
  379. }
  380. } );
  381. compNormals.render();
  382. // -----------------------------
  383. // emitter pass
  384. // -----------------------------
  385. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  386. var light = lightNode.children[ i ];
  387. var color = light.material.uniforms[ "lightColor" ].value;
  388. var emitter = light.emitter;
  389. emitter.material.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  390. emitter.material.uniforms[ "lightColor" ].value = color;
  391. }
  392. compEmitter.render();
  393. // -----------------------------
  394. // light pass
  395. // -----------------------------
  396. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  397. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  398. var uniforms = lightNode.children[ i ].material.uniforms;
  399. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  400. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  401. }
  402. var time = Date.now() * 0.0005;
  403. // update lights
  404. var x, y, z;
  405. for ( var i = 0; i < numLights; i ++ ) {
  406. if ( i > 0 ) {
  407. x = Math.sin( time + i * 1.7 ) * 80;
  408. y = Math.cos( time + i * 1.5 ) * 40;
  409. z = Math.cos( time + i * 1.3 ) * 30;
  410. } else {
  411. x = Math.sin( time * 3 ) * 20;
  412. y = 15;
  413. z = Math.cos( time * 3 ) * 25 + 10;
  414. }
  415. var light = lightNode.children[ i ];
  416. var lightPosition = light.material.uniforms[ "lightPos" ].value;
  417. lightPosition.x = x;
  418. lightPosition.y = y;
  419. lightPosition.z = z;
  420. light.emitter.position = lightPosition;
  421. light.position = lightPosition;
  422. light.frustumCulled = false;
  423. }
  424. compLightBuffer.render();
  425. // -----------------------------
  426. // composite pass
  427. // -----------------------------
  428. compFinal.render( 0.1 );
  429. }
  430. // -----------------------------
  431. // entry point
  432. // -----------------------------
  433. bootstrap();
  434. initMaterials();
  435. initLights();
  436. createRenderTargets();
  437. /*
  438. var loader = new THREE.UTF8Loader();
  439. loader.load( "models/utf8/ben_dds.js", function ( object ) {
  440. initScene( object, -75, 150 );
  441. animate();
  442. }, { normalizeRGB: true } );
  443. */
  444. /*
  445. loader.load( "models/utf8/WaltHi.js", function ( object ) {
  446. initScene( object, -35, 1 );
  447. animate();
  448. }, { normalizeRGB: true } );
  449. */
  450. var loader = new THREE.JSONLoader();
  451. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry, materials ) {
  452. var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  453. var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  454. mapHeight.repeat.set( 0.998, 0.998 );
  455. mapHeight.offset.set( 0.001, 0.001 )
  456. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  457. mapHeight.anisotropy = 4;
  458. mapHeight.format = THREE.RGBFormat;
  459. var material = new THREE.MeshPhongMaterial( { map: mapColor, bumpMap: mapHeight, bumpScale: 2.5 } );
  460. var object = new THREE.Mesh( geometry, material );
  461. // box
  462. var mapHeight2 = THREE.ImageUtils.loadTexture( "obj/lightmap/rocks.jpg" );
  463. mapHeight2.repeat.set( 3, 1.5 );
  464. mapHeight2.wrapS = mapHeight2.wrapT = THREE.RepeatWrapping;
  465. mapHeight2.anisotropy = 4;
  466. mapHeight2.format = THREE.RGBFormat;
  467. var mapHeight3 = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
  468. mapHeight3.repeat.set( 16, 8 );
  469. mapHeight3.wrapS = mapHeight3.wrapT = THREE.RepeatWrapping;
  470. mapHeight3.anisotropy = 4;
  471. mapHeight3.format = THREE.RGBFormat;
  472. var geoPlane = new THREE.PlaneGeometry( 40, 20 );
  473. var matPlane = new THREE.MeshPhongMaterial( { color: 0xffffff, bumpMap: mapHeight2, bumpScale: 0.5 } );
  474. var matPlane2 = new THREE.MeshPhongMaterial( { color: 0x331919, bumpMap: mapHeight2, bumpScale: 1 } );
  475. var matPlane3 = new THREE.MeshPhongMaterial( { color: 0xffffff, bumpMap: mapHeight3, bumpScale: 1 } );
  476. // bottom
  477. var mesh = new THREE.Mesh( geoPlane, matPlane2 );
  478. mesh.position.z = -2;
  479. mesh.position.y = -6;
  480. mesh.rotation.x = -Math.PI/2;
  481. object.add( mesh );
  482. // top
  483. var mesh = new THREE.Mesh( geoPlane, matPlane3 );
  484. mesh.position.z = -2;
  485. mesh.position.y = 6;
  486. mesh.rotation.x = Math.PI/2;
  487. object.add( mesh );
  488. // back
  489. var mesh = new THREE.Mesh( geoPlane, matPlane );
  490. mesh.position.z = -4;
  491. mesh.position.y = 0;
  492. object.add( mesh );
  493. // right
  494. var mesh = new THREE.Mesh( geoPlane, matPlane );
  495. mesh.position.z = 0;
  496. mesh.position.y = 0;
  497. mesh.position.x = 13;
  498. mesh.rotation.y = -Math.PI/2;
  499. //object.add( mesh );
  500. // left
  501. var mesh = new THREE.Mesh( geoPlane, matPlane );
  502. mesh.position.z = 0;
  503. mesh.position.y = 0;
  504. mesh.position.x = -13;
  505. mesh.rotation.y = Math.PI/2;
  506. //object.add( mesh );
  507. initScene( object, 0, 8 );
  508. animate();
  509. } );
  510. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  511. </script>
  512. </body>
  513. </html>