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		<title>three.js webgl - physically based shading</title>
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		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
		</div>

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

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

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

		<script src='js/libs/dat.gui.min.js'></script>

		<script>

			var MARGIN = 0;

			var WIDTH = window.innerWidth || 2;
			var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );

			var SCREEN_WIDTH = WIDTH;
			var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;

			var FAR = 10000;

			var DAY = 0;

			var container, stats;

			var camera, scene, renderer;

			var mesh, geometry;

			var cubeCamera;

			var sunLight, pointLight, ambientLight;

			var morph;

			var parameters, tweenDirection, tweenDay, tweenNight;

			var clock = new THREE.Clock();

			var gui, shadowConfig = {

				shadowCameraVisible: false,
				shadowCameraNear: 750,
				shadowCameraFar: 4000,
				shadowCameraFov: 30,
				shadowBias: -0.0002,
				shadowDarkness: 0.3

			}, gamma = {
				gammaFactor: 2.0,
				gammaInput: true,
				gammaOutput: true
			};

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				// CAMERA

				camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
				camera.position.set( 500, 400, 1200 );

				// SCENE

				scene = new THREE.Scene();
				scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );

				// CUBE CAMERA

				cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
				scene.add( cubeCamera );

				// TEXTURES

				var x = document.createElement( "canvas" );
				var xc = x.getContext("2d");
				x.width = x.height = 128;
				xc.fillStyle = "#fff";
				xc.fillRect(0, 0, 128, 128);
				xc.fillStyle = "#000";
				xc.fillRect(0, 0, 64, 64);
				xc.fillStyle = "#999";
				xc.fillRect(32, 32, 32, 32);
				xc.fillStyle = "#000";
				xc.fillRect(64, 64, 64, 64);
				xc.fillStyle = "#555";
				xc.fillRect(96, 96, 32, 32);

				var texturePattern = new THREE.Texture( x, THREE.UVMapping, THREE.RepeatWrapping, THREE.RepeatWrapping );
				texturePattern.needsUpdate = true;
				texturePattern.repeat.set( 1000, 1000 );
				texturePattern.format = THREE.RGBFormat;

				var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
				textureSquares.repeat.set( 50, 50 );
				textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
				textureSquares.magFilter = THREE.NearestFilter;
				textureSquares.format = THREE.RGBFormat;

				var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
				textureNoiseColor.repeat.set( 1, 1 );
				textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
				textureNoiseColor.format = THREE.RGBFormat;

				var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
				textureLava.repeat.set( 6, 2 );
				textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
				textureLava.format = THREE.RGBFormat;

				//

				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
						path + 'px' + format, path + 'nx' + format,
						path + 'py' + format, path + 'ny' + format,
						path + 'pz' + format, path + 'nz' + format
					];

				var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );

				// GROUND

				var groundMaterial = new THREE.MeshPhongMaterial( {
					shininess: 80,
					color: 0xffffff,
					specular: 0xffffff,
					map: textureSquares
				} );

				var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );

				var ground = new THREE.Mesh( planeGeometry, groundMaterial );
				ground.position.set( 0, 0, 0 );
				ground.rotation.x = - Math.PI / 2;
				ground.scale.set( 1000, 1000, 1000 );

				ground.receiveShadow = true;

				scene.add( ground );

				// MATERIALS

				var shader = THREE.ShaderLib[ "cube" ];
				shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
				shader.uniforms[ "tFlip" ].value = 1;

				var materialCube = new THREE.ShaderMaterial( {

					fragmentShader: shader.fragmentShader,
					vertexShader: shader.vertexShader,
					uniforms: shader.uniforms

				} );

				var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
				var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
				var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );

				// OBJECTS

				var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
				var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
				var cubeGeometry = new THREE.BoxGeometry( 150, 150, 150 );

				addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
				addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
				mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );

				function addObjectColor( geometry, color, x, y, z, ry ) {

					var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );

					return addObject( geometry, material, x, y, z, ry );

				}

				function addObject( geometry, material, x, y, z, ry ) {

					var tmpMesh = new THREE.Mesh( geometry, material );

					tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );

					tmpMesh.position.set( x, y, z );

					tmpMesh.rotation.y = ry;

					tmpMesh.castShadow = true;
					tmpMesh.receiveShadow = true;

					scene.add( tmpMesh );

					return tmpMesh;

				}

				var bigCube = new THREE.BoxGeometry( 50, 500, 50 );
				var midCube = new THREE.BoxGeometry( 50, 200, 50 );
				var smallCube = new THREE.BoxGeometry( 100, 100, 100 );

				addObjectColor( bigCube,   0xff0000, -500, 250, 0, 0 );
				addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );

				addObjectColor( midCube,   0x00ff00, 500, 100, 0, 0 );
				addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );

				addObjectColor( midCube,   0x0000ff, 0, 100, -500, 0 );
				addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );

				addObjectColor( midCube,   0xff00ff, 0, 100, 500, 0 );
				addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );

				addObjectColor( new THREE.BoxGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
				addObjectColor( new THREE.BoxGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );

				addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );

				// MORPHS

				var loader = new THREE.JSONLoader();

				loader.load( "models/animated/sittingBox.js", function( geometry ) {

					var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
					morphMaterial.shading = THREE.FlatShading;

					geometry.computeMorphNormals();
					morph = new THREE.MorphAnimMesh( geometry, morphMaterial );

					var s = 200;
					morph.scale.set( s, s, s );

					morph.duration = 8000;
					morph.mirroredLoop = true;

					morph.castShadow = true;
					morph.receiveShadow = true;

					scene.add( morph );

				} );

				// LIGHTS

				var sunIntensity = 0.3,
					pointIntensity = 1,
					pointColor = 0xffaa00;

				if ( DAY ) {

					sunIntensity = 1;
					pointIntensity = 0.5;
					pointColor = 0xffffff;

				}

				ambientLight = new THREE.AmbientLight( 0x3f2806 );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
				pointLight.position.set( 0, 0, 0 );
				scene.add( pointLight );

				sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
				sunLight.position.set( 1000, 2000, 1000 );

				sunLight.castShadow = true;

				sunLight.shadowDarkness = 0.3 * sunIntensity;
				sunLight.shadowBias = -0.0002;

				sunLight.shadowCameraNear = 750;
				sunLight.shadowCameraFar = 4000;
				sunLight.shadowCameraFov = 30;

				sunLight.shadowCameraVisible = false;

				scene.add( sunLight );

				// RENDERER

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setClearColor( scene.fog.color );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				renderer.domElement.style.position = "absolute";
				renderer.domElement.style.top = MARGIN + "px";
				renderer.domElement.style.left = "0px";

				container.appendChild( renderer.domElement );

				//

				renderer.shadowMapEnabled = true;
				renderer.shadowMapType = THREE.PCFSoftShadowMap;

				//

				renderer.gammaInput = true;
				renderer.gammaOutput = true;

				//

				controls = new THREE.TrackballControls( camera, renderer.domElement );
				controls.target.set( 0, 120, 0 );

				controls.rotateSpeed = 1.0;
				controls.zoomSpeed = 1.2;
				controls.panSpeed = 0.8;

				controls.noZoom = false;
				controls.noPan = false;

				controls.staticMoving = true;
				controls.dynamicDampingFactor = 0.15;

				controls.keys = [ 65, 83, 68 ];


				// STATS

				stats = new Stats();
				container.appendChild( stats.domElement );

				// EVENTS

				window.addEventListener( 'resize', onWindowResize, false );
				document.addEventListener( 'keydown', onKeyDown, false );

				// TWEEN

				parameters = { control: 0 };

				tweenDirection = -1;

				tweenDay = new TWEEN.Tween( parameters ).to( { control: 1 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
				tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );

				// GUI

				gui = new dat.GUI();

				shadowGUI = gui.addFolder( "Shadow" );
    	
    			shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {

					sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;

				});

				shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {

					sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
					sunLight.shadowCamera.updateProjectionMatrix();

				});

				shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {

					sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
					sunLight.shadowCamera.updateProjectionMatrix();

				});

				shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {

					sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
					sunLight.shadowCamera.updateProjectionMatrix();

				});

				shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {

					sunLight.shadowBias = shadowConfig.shadowBias;

				});

				shadowGUI.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {

				});
				shadowGUI.open();

				gammaGUI = gui.addFolder( "Gamma" );
    
				gammaGUI.add( gamma, 'gammaFactor', 0.1, 4.0 ).onChange( function() {

					renderer.gammaFactor = gamma.gammaFactor;

				});
				gammaGUI.open();

				/*

				Not exposed because they are not easily dynamically updated - as all shaders need to be recompiled.  -bhouston

				gammaGUI.add( gamma, 'gammaInput', true ).onChange( function() {

					renderer.gammaInput = gamma.gammaInput;

				});

				gammaGUI.add( gamma, 'gammaOutput', true ).onChange( function() {

					renderer.gammaOutput = gamma.gammaOutput;

				});*/

			}

			//


			function onWindowResize( event ) {

				SCREEN_WIDTH = window.innerWidth;
				SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;

				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
				camera.updateProjectionMatrix();

				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				controls.handleResize();

			}

			//

			function onKeyDown ( event ) {

				switch ( event.keyCode ) {

					case 78: /*N*/

						if ( tweenDirection == 1 ) {

							tweenDay.stop();
							tweenNight.start();

							tweenDirection = -1;

						} else {

							tweenNight.stop();
							tweenDay.start();

							tweenDirection = 1;

						}

					break;

				}

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				// update

				var delta = 1000 * clock.getDelta();

				TWEEN.update();
				controls.update();

				if ( morph ) morph.updateAnimation( delta );

				scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
				renderer.setClearColor( scene.fog.color );

				sunLight.intensity = parameters.control * 0.7 + 0.3;
				pointLight.intensity = - parameters.control * 0.5 + 1;

				pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );

				sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;

				// render cube map

				mesh.visible = false;

				renderer.autoClear = true;
				cubeCamera.position.copy( mesh.position );
				cubeCamera.updateCubeMap( renderer, scene );
				renderer.autoClear = false;

				mesh.visible = true;

				// render scene

				renderer.render( scene, camera );

			}

		</script>

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</html>