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https://github.com/wahyd4/three.js.git
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Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader. Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
283 lines
8.0 KiB
HTML
283 lines
8.0 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js - webgl normal map</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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a { color: #ffffff; }
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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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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z-index:1000;
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}
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#oldie {
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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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background:rgb(200,100,0);
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color:#fff;
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padding:1em;
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width:475px;
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margin:5em auto 0;
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border:solid 2px #fff;
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border-radius:10px;
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display:none;
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}
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#vt { display:none }
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#vt, #vt a { color:orange; }
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.code { }
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#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
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</style>
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</head>
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<body>
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<pre id="log"></pre>
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<div id="info">
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<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement</span>) map demo.
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ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
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<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
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on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
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please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
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</div>
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</div>
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<center>
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<div id="oldie">
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Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
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and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
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<br/>
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Please try in
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<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
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<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
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<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
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</div>
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</center>
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<script type="text/javascript" src="../build/ThreeExtras.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript">
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if ( !is_browser_compatible() ) {
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document.getElementById( "oldie" ).style.display = "block";
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}
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var statsEnabled = true;
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var container, stats, loader;
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var camera, scene, webglRenderer;
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var mesh, zmesh, lightMesh, geometry;
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var mesh1, mesh2;
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var directionalLight, pointLight, ambientLight;
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var mouseX = 0;
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var 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 r = 0.0;
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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init();
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setInterval( loop, 1000 / 60 );
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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.Camera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
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camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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camera.position.z = 6200;
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scene = new THREE.Scene();
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// LIGHTS
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ambientLight = new THREE.AmbientLight( 0x111111 );
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scene.addLight( ambientLight );
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pointLight = new THREE.PointLight( 0xffff55 );
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pointLight.position.z = 10000;
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scene.addLight( pointLight );
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directionalLight = new THREE.DirectionalLight( 0xaaaa88 );
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directionalLight.position.x = 1;
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directionalLight.position.y = 1;
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directionalLight.position.z = 0.5;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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// light representation
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var sphere = new Sphere( 100, 16, 8 );
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lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color:0xffaa00 } ) );
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lightMesh.position = pointLight.position;
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lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
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scene.addObject(lightMesh);
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// common material parameters
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var ambient = 0x050505, diffuse = 0x555555, specular = 0xaa6600, shininess = 10, scale = 23;
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// normal map shader
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var shader = ShaderUtils.lib[ "normal" ];
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var uniforms = Uniforms.clone( shader.uniforms );
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uniforms[ "enableAO" ].value = true;
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uniforms[ "enableDiffuse" ].value = false;
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uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
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uniforms[ "tAO" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
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uniforms[ "tDisplacement" ].texture = ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
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uniforms[ "uDisplacementBias" ].value = -0.428408 * scale;
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uniforms[ "uDisplacementScale" ].value = 2.436143 * scale;
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uniforms[ "uPointLightPos" ].value = pointLight.position;
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uniforms[ "uPointLightColor" ].value = pointLight.color;
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uniforms[ "uDirLightPos" ].value = directionalLight.position;
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uniforms[ "uDirLightColor" ].value = directionalLight.color;
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uniforms[ "uAmbientLightColor" ].value = ambientLight.color;
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uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
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uniforms[ "uSpecularColor" ].value.setHex( specular );
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uniforms[ "uAmbientColor" ].value.setHex( ambient );
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uniforms[ "uShininess" ].value = shininess;
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var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
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var material1 = new THREE.MeshShaderMaterial( parameters );
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var material2 = new THREE.MeshPhongMaterial( { color: diffuse, specular: specular, ambient: ambient, shininess: shininess } );
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loader = new THREE.Loader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.loadBinary( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) }, "obj/ninja" );
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webglRenderer = new THREE.WebGLRenderer();
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webglRenderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( webglRenderer.domElement );
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var description = "normal + ao" + ( webglRenderer.supportsVertexTextures() ? " + displacement" : " + <strike>displacement</strike>" );
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document.getElementById( "description" ).innerHTML = description;
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document.getElementById( "vt" ).style.display = webglRenderer.supportsVertexTextures() ? "none" : "block";
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if ( statsEnabled ) {
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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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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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}
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}
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function createScene( geometry, scale, material1, material2 ) {
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geometry.computeTangents();
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mesh1 = SceneUtils.addMesh( scene, geometry, scale, -scale * 12, 0, 0, 0,0,0, material1 );
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mesh2 = SceneUtils.addMesh( scene, geometry, scale, scale * 12, 0, 0, 0,0,0, material2 );
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loader.statusDomElement.style.display = "none";
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}
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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX ) * 10;
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mouseY = ( event.clientY - windowHalfY ) * 10;
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}
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function loop() {
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var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
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if( mesh1 ) {
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mesh1.rotation.y = ry;
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mesh1.rotation.x = rx;
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}
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if( mesh2 ) {
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mesh2.rotation.y = ry;
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mesh2.rotation.x = rx;
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}
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lightMesh.position.x = 2500 * Math.cos( r );
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lightMesh.position.z = 2500 * Math.sin( r );
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r += 0.01;
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webglRenderer.render( scene, camera );
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if ( statsEnabled ) stats.update();
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}
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function log( text ) {
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var e = document.getElementById("log");
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e.innerHTML = text + "<br/>" + e.innerHTML;
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}
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function is_browser_compatible() {
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// WebGL support
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try { var test = new Float32Array(1); } catch(e) { return false; }
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// Web workers
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return !!window.Worker;
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}
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</script>
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</body>
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</html>
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