mirror of
https://github.com/wahyd4/three.js.git
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Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
287 lines
7.3 KiB
HTML
287 lines
7.3 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - render-to-texture</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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color: #ffffff;
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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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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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a {
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color: #ffffff;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> render-to-texture webgl example</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/Detector.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script id="fragment_shader_screen" type="x-shader/x-fragment">
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varying vec2 vUv;
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uniform sampler2D tDiffuse;
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void main(void) {
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//gl_FragColor = texture2D( tDiffuse, vec2( vUv.x, 1.0 - vUv.y ) );
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gl_FragColor = texture2D( tDiffuse, vUv );
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}
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</script>
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<script id="fragment_shader_pass_1" type="x-shader/x-fragment">
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varying vec2 vUv;
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uniform float time;
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void main(void) {
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//gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
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float r = vUv.x;
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if( vUv.y < 0.5 ) r = 0.0;
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float g = vUv.y;
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if( vUv.x < 0.5 ) g = 0.0;
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gl_FragColor = vec4( r, g, time, 1.0 );
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}
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</script>
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<script id="vertexShader" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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vUv = uv;
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//gl_Position = vec4( position, 1.0 );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<script type="text/javascript">
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var cameraRTT, camera, sceneRTT, sceneScreen, scene, renderer, zmesh1, zmesh2;
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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 rtTexture, material, quad;
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var delta = 0.01;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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cameraRTT = new THREE.Camera();
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cameraRTT.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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cameraRTT.position.z = 100;
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camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 100;
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camera.updateMatrix();
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scene = new THREE.Scene();
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sceneRTT = new THREE.Scene();
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sceneScreen = new THREE.Scene();
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var light = new THREE.DirectionalLight( 0xffffff );
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light.position.x = 0;
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light.position.y = 0;
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light.position.z = 1;
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light.position.normalize();
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sceneRTT.addLight( light );
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light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
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light.position.x = 0;
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light.position.y = 0;
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light.position.z = -1;
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light.position.normalize();
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sceneRTT.addLight( light );
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rtTexture = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter } );
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material = new THREE.MeshShaderMaterial( {
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uniforms: { time: { type: "f", value: 0.0 } },
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent
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} );
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var materialScreen = new THREE.MeshShaderMaterial( {
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uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture } },
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent
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} );
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// var mt = new THREE.MeshBasicMaterial( { color:0xffffff, map: ImageUtils.loadTexture( "textures/land_ocean_ice_cloud_2048.jpg" ) } );
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var plane = new Plane( window.innerWidth, window.innerHeight );
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quad = new THREE.Mesh( plane, material );
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quad.position.z = -100;
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sceneRTT.addObject( quad );
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var loader = new THREE.Loader();
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loader.loadBinary( { model: "obj/torus/Torus_bin.js", callback: function( geometry ) { createMesh( geometry, sceneRTT ) } } );
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quad = new THREE.Mesh( plane, materialScreen );
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quad.position.z = -100;
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sceneScreen.addObject( quad );
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var n = 5,
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geometry = new Sphere( 10, 64, 32 ),
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material2 = new THREE.MeshLambertMaterial( { color:0xffffff, map: rtTexture } );
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//material2 = new THREE.MeshBasicMaterial( { color:0xffffff, map: rtTexture } );
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for( var j = 0; j < n; j++ ) {
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for( var i = 0; i < n; i++ ) {
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mesh = new THREE.Mesh( geometry, material2 );
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mesh.position.x = ( i - (n-1)/2 ) * 20;
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mesh.position.y = ( j - (n-1)/2 ) * 20;
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mesh.position.z = 0;
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mesh.rotation.y = 1.57;
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scene.addObject( mesh );
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}
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}
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.autoClear = false;
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container.appendChild( renderer.domElement );
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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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}
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function createMesh( geometry, xscene ) {
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var mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular:0xffaa00, shininess:5 } ),
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mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular:0xff2200, shininess:5 } );
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zmesh1 = new THREE.Mesh( geometry, mat1 );
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zmesh1.position.x = 0;
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zmesh1.position.y = 0;
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zmesh1.position.z = 100;
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zmesh1.scale.x = zmesh1.scale.y = zmesh1.scale.z = 150;
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xscene.addObject( zmesh1 );
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zmesh2 = new THREE.Mesh( geometry, mat2 );
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zmesh2.position.x = 0;
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zmesh2.position.y = 150;
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zmesh2.position.z = 100;
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zmesh2.scale.x = zmesh2.scale.y = zmesh2.scale.z = 75;
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xscene.addObject( zmesh2 );
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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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//
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function animate() {
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requestAnimationFrame( animate );
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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 = new Date().getTime() * 0.0015;
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camera.position.x += ( mouseX - camera.position.x ) * .05;
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camera.position.y += ( - mouseY - camera.position.y ) * .05;
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if ( zmesh1 && zmesh2 ) {
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zmesh1.rotation.x = 1.57;
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zmesh1.rotation.z = time;
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zmesh2.rotation.z = 1.57;
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zmesh2.rotation.y = -time;
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}
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if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
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delta *= -1;
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}
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material.uniforms.time.value += delta;
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renderer.clear();
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// Render first scene into texture
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renderer.render( sceneRTT, cameraRTT, rtTexture );
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// Render full screen quad with generated texture
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// (disable depth writing so that it stays in the background)
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renderer.context.depthMask( 0 );
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renderer.render( sceneScreen, cameraRTT );
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//renderer.render( sceneRTT, cameraRTT );
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renderer.context.depthMask( 1 );
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// Render second scene to screen
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// (using first scene as regular texture)
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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