mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-14 02:07:56 +01:00
315 lines
7.2 KiB
HTML
Executable File
315 lines
7.2 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing - depth-of-field</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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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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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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}
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a {
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color:#0078ff;
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}
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#info {
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color:#fff;
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position: relative;
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top: 0px;
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width: 50em;
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margin: 0 auto -2.1em;
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padding: 5px;
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z-index:100;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/BokehShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/BokehPass.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 src='js/libs/dat.gui.min.js'></script>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
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shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
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</div>
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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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materials = [], objects = [],
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singleMaterial, zmaterial = [],
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parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
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material_depth, cubeMaterial;
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var mouseX = 0, mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var width = window.innerWidth;
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var height = window.innerHeight;
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var postprocessing = {};
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 70, width / height, 1, 3000 );
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camera.position.z = 200;
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( width, height );
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container.appendChild( renderer.domElement );
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renderer.sortObjects = false;
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material_depth = new THREE.MeshDepthMaterial();
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var path = "textures/cube/SwedishRoyalCastle/";
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var format = '.jpg';
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var urls = [
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path + 'px' + format, path + 'nx' + format,
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path + 'py' + format, path + 'ny' + format,
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path + 'pz' + format, path + 'nz' + format
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];
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var textureCube = THREE.ImageUtils.loadTextureCube( urls );
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parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
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cubeMaterial = new THREE.MeshBasicMaterial( parameters );
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singleMaterial = false;
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if( singleMaterial ) zmaterial = [ cubeMaterial ];
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var geo = new THREE.SphereGeometry( 1, 20, 10 );
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var start = Date.now();
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var xgrid = 14,
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ygrid = 9,
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zgrid = 14;
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nobjects = xgrid * ygrid * zgrid;
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c = 0;
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//var s = 0.25;
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var s = 60;
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for ( i = 0; i < xgrid; i ++ )
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for ( j = 0; j < ygrid; j ++ )
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for ( k = 0; k < zgrid; k ++ ) {
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if ( singleMaterial ) {
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mesh = new THREE.Mesh( geo, zmaterial );
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} else {
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materials[ c ] = new THREE.MeshBasicMaterial( parameters );
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mesh = new THREE.Mesh( geo, materials[ c ] );
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}
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x = 200 * ( i - xgrid/2 );
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y = 200 * ( j - ygrid/2 );
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z = 200 * ( k - zgrid/2 );
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mesh.position.set( x, y, z );
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mesh.scale.set( s, s, s );
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mesh.matrixAutoUpdate = false;
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mesh.updateMatrix();
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scene.add( mesh );
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objects.push( mesh );
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c ++;
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}
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//console.log("init time: ", Date.now() - start );
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scene.matrixAutoUpdate = false;
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initPostprocessing();
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renderer.autoClear = false;
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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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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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window.addEventListener( 'resize', onWindowResize, false );
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var effectController = {
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focus: 1.0,
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aperture: 0.025,
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maxblur: 1.0
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};
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var matChanger = function( ) {
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postprocessing.bokeh.uniforms[ "focus" ].value = effectController.focus;
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postprocessing.bokeh.uniforms[ "aperture" ].value = effectController.aperture;
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postprocessing.bokeh.uniforms[ "maxblur" ].value = effectController.maxblur;
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};
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var gui = new dat.GUI();
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gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
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gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
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gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
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gui.close();
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}
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function onDocumentMouseMove( event ) {
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mouseX = event.clientX - windowHalfX;
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mouseY = event.clientY - windowHalfY;
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}
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function onDocumentTouchStart( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouseX = event.touches[ 0 ].pageX - windowHalfX;
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mouseY = event.touches[ 0 ].pageY - windowHalfY;
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}
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}
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function onDocumentTouchMove( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouseX = event.touches[ 0 ].pageX - windowHalfX;
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mouseY = event.touches[ 0 ].pageY - windowHalfY;
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}
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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width = window.innerWidth;
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height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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postprocessing.composer.setSize( width, height );
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}
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function initPostprocessing() {
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var renderPass = new THREE.RenderPass( scene, camera );
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var bokehPass = new THREE.BokehPass( scene, camera, {
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focus: 1.0,
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aperture: 0.025,
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maxblur: 1.0,
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width: width,
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height: height
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} );
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bokehPass.renderToScreen = true;
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var composer = new THREE.EffectComposer( renderer );
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composer.addPass( renderPass );
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composer.addPass( bokehPass );
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postprocessing.composer = composer;
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postprocessing.bokeh = bokehPass;
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}
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function animate() {
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requestAnimationFrame( animate, renderer.domElement );
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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 time = Date.now() * 0.00005;
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camera.position.x += ( mouseX - camera.position.x ) * 0.036;
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camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
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camera.lookAt( scene.position );
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if ( !singleMaterial ) {
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for( i = 0; i < nobjects; i ++ ) {
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h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
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materials[ i ].color.setHSL( h, 1, 0.5 );
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}
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}
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postprocessing.composer.render( 0.1 );
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}
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</script>
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</body>
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</html>
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