mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
296 lines
6.8 KiB
HTML
296 lines
6.8 KiB
HTML
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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 - shaders [custom]</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: #050505;
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margin: 0px;
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overflow: hidden;
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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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a {
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color: #ffffff;
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}
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#oldie a { color:#da0 }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://threejs.org" 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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<script src="../build/three.min.js"></script>
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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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<script id="fragment_shader4" type="x-shader/x-fragment">
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uniform float time;
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uniform vec2 resolution;
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varying vec2 vUv;
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void main( void ) {
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vec2 position = -1.0 + 2.0 * vUv;
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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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</script>
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<script id="fragment_shader3" type="x-shader/x-fragment">
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uniform float time;
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uniform vec2 resolution;
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varying vec2 vUv;
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void main( void ) {
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vec2 position = vUv;
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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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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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</script>
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<script id="fragment_shader2" type="x-shader/x-fragment">
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uniform float time;
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uniform vec2 resolution;
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uniform sampler2D texture;
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varying vec2 vUv;
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void main( void ) {
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vec2 position = -1.0 + 2.0 * vUv;
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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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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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vec3 color = texture2D( texture, uv ).rgb;
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gl_FragColor = vec4( color * r * 1.5, 1.0 );
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}
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</script>
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<script id="fragment_shader1" type="x-shader/x-fragment">
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uniform vec2 resolution;
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uniform float time;
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varying vec2 vUv;
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void main(void)
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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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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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</script>
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<script id="vertexShader" type="x-shader/x-vertex">
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varying vec2 vUv;
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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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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer;
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var uniforms1, uniforms2;
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var clock = new THREE.Clock();
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.z = 4;
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scene = new THREE.Scene();
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var geometry = new THREE.BoxGeometry( 0.75, 0.75, 0.75 );
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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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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: THREE.ImageUtils.loadTexture( "textures/disturb.jpg" ) }
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};
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uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;
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var params = [
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[ 'fragment_shader1', uniforms1 ],
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[ 'fragment_shader2', uniforms2 ],
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[ 'fragment_shader3', uniforms1 ],
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[ 'fragment_shader4', uniforms1 ]
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];
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for( var i = 0; i < params.length; i++ ) {
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var material = new THREE.ShaderMaterial( {
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uniforms: params[ i ][ 1 ],
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
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} );
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var mesh = new THREE.Mesh( geometry, material );
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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.add( mesh );
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}
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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container.appendChild( renderer.domElement );
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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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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize( event ) {
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uniforms1.resolution.value.x = window.innerWidth;
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uniforms1.resolution.value.y = window.innerHeight;
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uniforms2.resolution.value.x = window.innerWidth;
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uniforms2.resolution.value.y = window.innerHeight;
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var delta = clock.getDelta();
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uniforms1.time.value += delta * 5;
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uniforms2.time.value = clock.elapsedTime;
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for ( var i = 0; i < scene.children.length; i ++ ) {
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var object = scene.children[ i ];
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object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : -1 );
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object.rotation.x += delta * 0.5 * ( i % 2 ? -1 : 1 );
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}
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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