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		<title>three.js webgl - custom attributes [particles][billboards][alphatest]</title>
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			body {
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				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
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			#info {
				color: #fff;
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
				z-index:100;
			}

		</style>
	</head>

	<body>
		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example - particles - billboards - alphatest</div>
		<div id="container"></div>

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

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

		<script type="x-shader/x-vertex" id="vertexshader">

			attribute float size;
			attribute vec4 ca;

			varying vec4 vColor;

			void main() {

				vColor = ca;

				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

				gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) );

				gl_Position = projectionMatrix * mvPosition;

			}

		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">

			uniform vec3 color;
			uniform sampler2D texture;

			varying vec4 vColor;

			void main() {

				vec4 outColor = texture2D( texture, gl_PointCoord );

				if ( outColor.a < 0.5 ) discard;

				gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );

				float depth = gl_FragCoord.z / gl_FragCoord.w;
				const vec3 fogColor = vec3( 0.0 );

				float fogFactor = smoothstep( 200.0, 600.0, depth );
				gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

			}

		</script>


		<script>

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

		var renderer, scene, camera, stats;

		var object, uniforms, attributes;

		var vc1;

		var WIDTH = window.innerWidth;
		var HEIGHT = window.innerHeight;

		init();
		animate();

		function init() {

			camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 1000 );
			camera.position.z = 500;

			scene = new THREE.Scene();

			attributes = {

				size: {	type: 'f', value: [] },
				ca:   {	type: 'c', value: [] }

			};

			uniforms = {

				amplitude: { type: "f", value: 1.0 },
				color:     { type: "c", value: new THREE.Color( 0xffffff ) },
				texture:   { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/ball.png" ) },

			};

			uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;

			var shaderMaterial = new THREE.ShaderMaterial( {

				uniforms:       uniforms,
				attributes:     attributes,
				vertexShader:   document.getElementById( 'vertexshader' ).textContent,
				fragmentShader: document.getElementById( 'fragmentshader' ).textContent

			});


			var radius = 100, inner = 0.6 * radius;
			var geometry = new THREE.Geometry();

			for ( var i = 0; i < 100000; i ++ ) {

				var vertex = new THREE.Vector3();
				vertex.x = Math.random() * 2 - 1;
				vertex.y = Math.random() * 2 - 1;
				vertex.z = Math.random() * 2 - 1;
				vertex.multiplyScalar( radius );

				if ( ( vertex.x > inner || vertex.x < -inner ) ||
				     ( vertex.y > inner || vertex.y < -inner ) ||
				     ( vertex.z > inner || vertex.z < -inner )  )

				geometry.vertices.push( vertex );

			}

			vc1 = geometry.vertices.length;

			radius = 200;
			var geometry2 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );

			function addGeo( geo, x, y, z, ry ) {

				var mesh = new THREE.Mesh( geo );
				mesh.position.set( x, y, z );
				mesh.rotation.y = ry;
				mesh.updateMatrix();

				geometry.merge( mesh.geometry, mesh.matrix );

			}

			// side 1

			addGeo( geometry2, 0,  110,  110, 0 );
			addGeo( geometry2, 0,  110, -110, 0 );
			addGeo( geometry2, 0, -110,  110, 0 );
			addGeo( geometry2, 0, -110, -110, 0 );

			// side 2

			addGeo( geometry2,  110,  110, 0, Math.PI/2 );
			addGeo( geometry2,  110, -110, 0, Math.PI/2 );
			addGeo( geometry2, -110,  110, 0, Math.PI/2 );
			addGeo( geometry2, -110, -110, 0, Math.PI/2 );

			// corner edges

			var geometry3 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );

			addGeo( geometry3,  110, 0,  110, 0 );
			addGeo( geometry3,  110, 0, -110, 0 );
			addGeo( geometry3, -110, 0,  110, 0 );
			addGeo( geometry3, -110, 0, -110, 0 );

			// particle system

			object = new THREE.PointCloud( geometry, shaderMaterial );

			// custom attributes

			var vertices = object.geometry.vertices;

			var values_size = attributes.size.value;
			var values_color = attributes.ca.value;

			for ( var v = 0; v < vertices.length; v ++ ) {

				values_size[ v ] = 10;
				values_color[ v ] = new THREE.Color( 0xffffff );

				if ( v < vc1 ) {

					values_color[ v ].setHSL( 0.5 + 0.2 * ( v / vc1 ), 1, 0.5 );

				} else {

					values_size[ v ] = 55;
					values_color[ v ].setHSL( 0.1, 1, 0.5 );

				}

			}

			//console.log( vertices.length );

			scene.add( object );

			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( WIDTH, HEIGHT );

			var container = document.getElementById( 'container' );
			container.appendChild( renderer.domElement );

			stats = new Stats();
			stats.domElement.style.position = 'absolute';
			stats.domElement.style.top = '0px';
			container.appendChild( stats.domElement );

			//

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

		}

		function onWindowResize() {

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

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

		}

		function animate() {

			requestAnimationFrame( animate );

			render();
			stats.update();

		}

		function render() {

			var time = Date.now() * 0.01;

			object.rotation.y = object.rotation.z = 0.02 * time;

			for( var i = 0; i < attributes.size.value.length; i ++ ) {

				if ( i < vc1 )
					attributes.size.value[ i ] = Math.max(0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ));


			}

			attributes.size.needsUpdate = true;

			renderer.render( scene, camera );

		}


	</script>

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