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		<title>three.js webgl - shaders - sky sun shader</title>
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		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - sky + sun shader

			<br/><a href="https://plus.google.com/117614030945250277079/posts/MYkgKdvLhNj">More info</a> by <a href="http://twitter.com/blurspline">@blurspline</a>

		</div>

		<script src="../build/three.min.js"></script>

		<script src="js/controls/TrackballControls.js"></script>
		<script src="js/SkyShader.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>
		<script src="js/libs/dat.gui.min.js"></script>


		<script>


			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container, stats;

			var camera, controls, scene, renderer;

			var sky, sunSphere;


			init();
			animate();

			function initSky(){

				// Add Sky Mesh
				sky = new THREE.Sky();
				scene.add( sky.mesh );


				// Add Sun Helper
				sunSphere = new THREE.Mesh( new THREE.SphereGeometry( 20000, 30, 30 ),
					new THREE.MeshBasicMaterial({color: 0xffffff, wireframe: false }));
				sunSphere.position.y = -700000;
				sunSphere.visible = true;
				scene.add( sunSphere );

				/// GUI

				var effectController  = {
					turbidity: 10,
					reileigh: 2,
					mieCoefficient: 0.005,
					mieDirectionalG: 0.8,
					luminance: 1,
					inclination: 0.49, // elevation / inclination
					azimuth: 0.25, // Facing front,
					sun: !true
				}

				var distance = 400000;

				function guiChanged() {
					var uniforms = sky.uniforms;
					uniforms.turbidity.value = effectController.turbidity;
					uniforms.reileigh.value = effectController.reileigh;
					uniforms.luminance.value = effectController.luminance;
					uniforms.mieCoefficient.value = effectController.mieCoefficient;
					uniforms.mieDirectionalG.value = effectController.mieDirectionalG;

					var theta = Math.PI * (effectController.inclination - 0.5);
					var phi = 2 * Math.PI * (effectController.azimuth - 0.5);

					sunSphere.position.x = distance * Math.cos(phi);
					sunSphere.position.y = distance * Math.sin(phi) * Math.sin(theta);
					sunSphere.position.z = distance * Math.sin(phi) * Math.cos(theta);

					sunSphere.visible = effectController.sun;

					sky.uniforms.sunPosition.value.copy(sunSphere.position);

				}


				var gui = new dat.GUI();


				gui.add( effectController, "turbidity", 1.0, 20.0, 0.1 ).onChange( guiChanged );
				gui.add( effectController, "reileigh", 0.0, 4, 0.001 ).onChange( guiChanged );
				gui.add( effectController, "mieCoefficient", 0.0, 0.1, 0.001 ).onChange( guiChanged );
				gui.add( effectController, "mieDirectionalG", 0.0, 1, 0.001 ).onChange( guiChanged );
				gui.add( effectController, "luminance", 0.0, 2).onChange( guiChanged );;
				gui.add( effectController, "inclination", 0, 1, 0.0001).onChange( guiChanged );
				gui.add( effectController, "azimuth", 0, 1, 0.0001).onChange( guiChanged );
				gui.add( effectController, "sun").onChange( guiChanged );


				guiChanged();


				camera.lookAt(sunSphere.position)


			}


			function init() {

				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.5, 2000000 );
				camera.position.z = 2000;

				camera.position.y = 100;
				camera.setLens(20);

				scene = new THREE.Scene();

				var helper = new THREE.GridHelper( 5000, 5000 );
				helper.color1.setHex( 0xffffff );
				helper.color2.setHex( 0xffffff );
				scene.add( helper );

				initSky();

				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				controls = new THREE.TrackballControls( camera, renderer.domElement );

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				stats.domElement.style.zIndex = 100;
				document.body.appendChild( stats.domElement );

				//

				window.addEventListener( 'resize', onWindowResize, false );


			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				render();

			}

			var time = 0;

			function animate() {

				time = Date.now();

				requestAnimationFrame( animate );

				controls.update();

				render();

			}

			function render() {

				renderer.render( scene, camera );
				stats.update();

			}


		</script>
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