webgl_lights_deferred_pointlights.html 20.5 KB
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<!DOCTYPE HTML>
<html lang="en">
	<head>
		<title>three.js webgl - deferred rendering</title>
		<meta charset="utf-8" />
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background-color: #000;
				margin: 0px;
				overflow: hidden;
			}
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			#info {
				position: absolute;
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				top: 20px; width: 100%;
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				color: #ffffff;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
			}
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			a {
				color: #ff0080;
				text-decoration: none;
			}
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			a:hover {
				color: #0080ff;
			}
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			#stats { position: absolute; top:10px; left: 5px }
			#stats #fps { background: transparent !important }
			#stats #fps #fpsText { color: #aaa !important }
			#stats #fps #fpsGraph { display: none }
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		</style>
	</head>
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	<body>
		<div id="info">
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			<a href="http://threejs.org" target="_blank">three.js</a> - deferred point lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a> -
			<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head -
			light attenuation formula by <a href="http://imdoingitwrong.wordpress.com/tag/glsl/" target=_blank>Tom Madams</a>
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		</div>
		<div id="container"></div>
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		<script src="../build/three.min.js"></script>
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		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>
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		<script src="js/ShaderDeferred.js"></script>

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		<script src="js/shaders/CopyShader.js"></script>
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		<script src="js/shaders/FXAAShader.js"></script>
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		<script src="js/shaders/ColorCorrectionShader.js"></script>
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		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>

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

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		<!--
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		<script src="js/loaders/UTF8Loader.js"></script>
		<script src="js/loaders/MTLLoader.js"></script>
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		-->
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		<script>

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

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			var SCALE = 0.75;
			var MARGIN = 100;

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			var WIDTH = window.innerWidth;
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			var HEIGHT = window.innerHeight - 2 * MARGIN;
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			var NEAR = 1.0, FAR = 350.0;
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			var VIEW_ANGLE = 45;
			var ASPECT = WIDTH / HEIGHT;

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			var mouseX = 0;
			var mouseY = 0;

			var targetX = 0, targetY = 0;
			var angle = 0;
			var target = new THREE.Vector3( 0, 0, 0 );


			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

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			// core

			var renderer, camera, controls, stats, clock;

			// scenes and scene nodes

			var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;

			// rendertargets

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			var rtColor, rtNormals, rtDepth, rtLightBuffer, rtEmitter, rtFinal;
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			// composer

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			var compColor, compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
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			var effectFXAA;
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			// materials

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			var compColor, compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
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			var matNormal, matClipDepth, matBasic, matUnlit;

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			var numLights = 50;
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			var lights = new Array();

			// -----------------------------

			function bootstrap() {

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				renderer = new THREE.WebGLRenderer( { alpha: false } );
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				renderer.setSize( WIDTH, HEIGHT );
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				renderer.setClearColorHex( 0x000000, 1 );
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				renderer.domElement.style.position = "absolute";
				renderer.domElement.style.top = MARGIN + "px";
				renderer.domElement.style.left = "0px";


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

				// scene camera

				camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
				camera.position.z = 150;

				controls = new THREE.TrackballControls( camera, renderer.domElement );

				// scene for walt's head model

				scene = new THREE.Scene();
				sceneNode = new THREE.Object3D();
				scene.add( sceneNode );
				scene.add( camera );

				// scene for light proxy geometry

				lightScene = new THREE.Scene();
				lightNode = new THREE.Object3D();
				lightScene.add( lightNode );

				// scene for the coloured emitter spheres

				emitterScene = new THREE.Scene();
				emitterNode = new THREE.Object3D();
				emitterScene.add( emitterNode );

				// full screen quad for compositing

				quadScene = new THREE.Scene();
				quadNode = new THREE.Object3D();
				quadScene.add( quadNode );
				quadNode.add( new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ) ) );

				// stats

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '8px';
				stats.domElement.style.zIndex = 100;
				container.appendChild( stats.domElement );

				// clock

				clock = new THREE.Clock();

			}

			// -----------------------------

			function createRenderTargets() {

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				var rtParamsFloat = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
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							          format: THREE.RGBAFormat, type: THREE.FloatType };

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				var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
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							          format: THREE.RGBFormat, type: THREE.UnsignedByteType };
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				// ----------------------------------------------------------
				// g-buffer
				// ----------------------------------------------------------

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				rtNormals = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
				rtDepth = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
				rtColor = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
				rtFinal = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
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				rtNormals.generateMipmaps = false;
				rtDepth.generateMipmaps = false;
				rtColor.generateMipmaps = false;
				rtFinal.generateMipmaps = false;
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				var passNormals = new THREE.RenderPass( scene, camera );
				compNormals = new THREE.EffectComposer( renderer, rtNormals );
				compNormals.addPass( passNormals );

				var passDepth = new THREE.RenderPass( scene, camera );
				compDepth = new THREE.EffectComposer( renderer, rtDepth );
				compDepth.addPass( passDepth );

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				var passColor = new THREE.RenderPass( scene, camera );
				compColor = new THREE.EffectComposer( renderer, rtColor );
				compColor.addPass( passColor );

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				// ----------------------------------------------------------
				// light emitter spheres
				// ----------------------------------------------------------

				var emitterPass = new THREE.RenderPass( emitterScene, camera );
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				rtEmitter = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
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				rtEmitter.generateMipmaps = false;

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				compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
				compEmitter.addPass( emitterPass );

				// ----------------------------------------------------------
				// lighting pass
				// ----------------------------------------------------------

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				rtLightBuffer = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
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				rtLightBuffer.generateMipmaps = false;

				var passLight = new THREE.RenderPass( lightScene, camera );
				compLightBuffer = new THREE.EffectComposer( renderer, rtLightBuffer );
				compLightBuffer.addPass( passLight );

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				lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
				lightShader.uniforms[ 'samplerNormals' ].value = compNormals.renderTarget2;
				lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
				lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLightBuffer;
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				var geomEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );

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				for ( var x = 0; x < numLights; x ++ ) {

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					var light = lights[ x ];

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					// setup material

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					var matLight = new THREE.ShaderMaterial( {
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						uniforms:       THREE.UniformsUtils.clone( lightShader.uniforms ),
						vertexShader:   lightShader.vertexShader,
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						fragmentShader: lightShader.fragmentShader,
						defines:		{ "ADDITIVE_SPECULAR": false, "SPECULAR_INTENSITY" : 0.048, "SHININESS": 75.01 },

						blending:		THREE.AdditiveBlending,
						depthWrite:		false,
						transparent:	true
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					} );
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					matLight.uniforms[ "lightPos" ].value = light.position;
					matLight.uniforms[ "lightRadius" ].value = light.distance;
					matLight.uniforms[ "lightIntensity" ].value = light.intensity;
					matLight.uniforms[ "lightColor" ].value = light.color;
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					// setup proxy geometry for this light

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					var geomLight = new THREE.SphereGeometry( light.distance, 16, 8 );
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					var meshLight = new THREE.Mesh( geomLight, matLight );
					lightNode.add( meshLight );

					// create emitter sphere

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					var matEmitter = new THREE.ShaderMaterial( {
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						uniforms:       THREE.UniformsUtils.clone( unlitShader.uniforms ),
						vertexShader:   unlitShader.vertexShader,
						fragmentShader: unlitShader.fragmentShader

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					} );
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					var meshEmitter = new THREE.Mesh( geomEmitter, matEmitter );
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					meshEmitter.position = light.position;
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					emitterNode.add( meshEmitter );

					// add emitter to light node

					meshLight.emitter = meshEmitter;

				}

				// ----------------------------------------------------------
				// composite
				// ----------------------------------------------------------

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				compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
				compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
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				compositePass = new THREE.ShaderPass( compositeShader );
				compositePass.needsSwap = true;
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				//compositePass.renderToScreen = true;

				effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );

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				//effectFXAA.uniforms[ 'resolution' ].value.set( 1 / ( WIDTH ), 1 / ( HEIGHT ) );
				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / ( SCALE * WIDTH ), 1 / ( SCALE * HEIGHT ) );
				//effectFXAA.renderToScreen = true;

				var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
				effectColor.renderToScreen = true;
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				effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
				effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
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				compFinal = new THREE.EffectComposer( renderer, rtFinal );
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				compFinal.addPass( compositePass );
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				compFinal.addPass( effectFXAA );
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				compFinal.addPass( effectColor );
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			}

			// -----------------------------

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			function initScene( object, y, scale ) {
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				var shader = THREE.ShaderLib[ "basic" ];

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				object.traverse( function( node ) {

					if ( node.material ) {

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						// color material

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						var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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						var defines = { "USE_MAP": !!node.material.map, "GAMMA_INPUT": true };
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						var material = new THREE.ShaderMaterial( { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, defines: defines } );
						uniforms.diffuse.value.copy( node.material.color );
						uniforms.map.value = node.material.map;
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						if ( node.material.bumpMap ) {

							var offset = node.material.bumpMap.offset;
							var repeat = node.material.bumpMap.repeat;

							uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

						}

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						if ( node.material.transparent ) {

							material.alphaTest = 0.1;

						}

						if ( node.material.name === "eyetrans" ) {

							material.visible = false;

						}

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						node.properties.colorMaterial = material;

						// normal material

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						if ( node.material.bumpMap ) {

							var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
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							var normalMaterial = new THREE.ShaderMaterial( {

								uniforms: 		uniforms,
								vertexShader: 	bumpShader.vertexShader,
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								fragmentShader: bumpShader.fragmentShader,
								defines:		{ "USE_BUMPMAP": true }
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							} );
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							uniforms.bumpMap.value = node.material.bumpMap;
							uniforms.bumpScale.value = node.material.bumpScale;

							var offset = node.material.bumpMap.offset;
							var repeat = node.material.bumpMap.repeat;

							uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

							node.properties.normalMaterial = normalMaterial;

						} else {

							node.properties.normalMaterial = matNormal;

						}
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						// depth material

						node.properties.depthMaterial = matClipDepth;
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					}

				} );

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				object.position.y = y;
				object.scale.set( scale, scale, scale );
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				sceneNode.add( object );

			}

			// -----------------------------

			function initMaterials() {

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				// -----------------------
				// shader definitions
				// -----------------------

				normalShader = THREE.ShaderDeferred[ "normals" ];
				bumpShader = THREE.ShaderDeferred[ "bump" ];
				clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
				unlitShader = THREE.ShaderDeferred[ "unlit" ];
				lightShader = THREE.ShaderDeferred[ "light" ];
				compositeShader = THREE.ShaderDeferred[ "composite" ];
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				unlitShader.uniforms[ "viewWidth" ].value = SCALE * WIDTH;
				unlitShader.uniforms[ "viewHeight" ].value = SCALE * HEIGHT;
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				lightShader.uniforms[ "viewWidth" ].value = SCALE * WIDTH;
				lightShader.uniforms[ "viewHeight" ].value = SCALE * HEIGHT;

				// -----------------------
				// default materials
				// -----------------------

				matNormal = new THREE.ShaderMaterial( {

					uniforms:       THREE.UniformsUtils.clone( normalShader.uniforms ),
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					vertexShader:   normalShader.vertexShader,
					fragmentShader: normalShader.fragmentShader

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				} );
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				matClipDepth = new THREE.ShaderMaterial( {
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					uniforms:       THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
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					vertexShader:   clipDepthShader.vertexShader,
					fragmentShader: clipDepthShader.fragmentShader

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				} );
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			}

			// -----------------------------

			function initLights() {

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				var distance = 40;
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				// front light

				var light = new THREE.PointLight();

				light.color = new THREE.Vector3( 1, 1, 1 );
				light.intensity = 1.5;
				light.distance = 1.5 * distance;

				lights.push( light );

				// random lights

				for ( var i = 1; i < numLights; i ++ ) {
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					var light = new THREE.PointLight();
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					light.color = new THREE.Vector3( Math.random(), Math.random(), Math.random() ).normalize();
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					// gamma to linear

					light.color.x *= light.color.x;
					light.color.y *= light.color.y;
					light.color.z *= light.color.z;

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					light.intensity = 2.0;
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					light.distance = distance;
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					lights.push( light );
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				}
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			}

			// -----------------------------

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			function onDocumentMouseMove( event ) {

				mouseX = ( event.clientX - windowHalfX ) * 1;
				mouseY = ( event.clientY - windowHalfY ) * 1;

			}

			// -----------------------------

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			function animate() {

				var delta = clock.getDelta();

				requestAnimationFrame( animate );

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				//controls.update( delta );

				targetX = mouseX * .001;
				targetY = mouseY * .001;

				angle += 0.05 * ( targetX - angle );

				camera.position.x = -Math.sin( angle ) * 150;
				camera.position.z = Math.cos( angle ) * 150;

				camera.lookAt( target );

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				stats.update();
				render();

			}

			// -----------------------------

			function render() {

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				// -----------------------------
				// g-buffer color
				// -----------------------------

				sceneNode.traverse( function( node ) {

					if ( node.material ) {

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						node.material = node.properties.colorMaterial;
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					}

				} );

				compColor.render();

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				// -----------------------------
				// g-buffer depth
				// -----------------------------

				sceneNode.traverse( function( node ) {

					if ( node.material ) {

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						node.material = node.properties.depthMaterial;
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					}

				} );

				compDepth.render();

				// -----------------------------
				// g-buffer normals
				// -----------------------------

				sceneNode.traverse( function( node ) {

					if ( node.material ) {

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						node.material = node.properties.normalMaterial;
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					}

				} );

				compNormals.render();

				// -----------------------------
				// emitter pass
				// -----------------------------

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				for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {

					var light = lightNode.children[ i ];
					var color = light.material.uniforms[ "lightColor" ].value;
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					var emitter = light.emitter;
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					emitter.material.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
					emitter.material.uniforms[ "lightColor" ].value = color;
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				}

				compEmitter.render();

				// -----------------------------
				// light pass
				// -----------------------------

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				camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );

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				for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
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					var uniforms = lightNode.children[ i ].material.uniforms;

					uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
					uniforms[ "matView" ].value = camera.matrixWorldInverse;
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				}

				var time = Date.now() * 0.0005;

				// update lights

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				var x, y, z;

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

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					if ( i > 0 ) {

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						x = Math.sin( time + i * 1.7 ) * 80;
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						y = Math.cos( time + i * 1.5 ) * 40;
						z = Math.cos( time + i * 1.3 ) * 30;

					} else {

						x = Math.sin( time * 3 ) * 20;
						y = 15;
						z = Math.cos( time * 3 ) * 25 + 10;

					}

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					var light = lightNode.children[ i ];
					var lightPosition = light.material.uniforms[ "lightPos" ].value;

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					lightPosition.x = x;
					lightPosition.y = y;
					lightPosition.z = z;

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					light.emitter.position = lightPosition;
					light.position = lightPosition;
					light.frustumCulled = false;
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				}
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				compLightBuffer.render();

				// -----------------------------
				// composite pass
				// -----------------------------

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				compFinal.render( 0.1 );
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			}

			// -----------------------------
			// entry point
			// -----------------------------

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			bootstrap();
			initMaterials();
			initLights();
			createRenderTargets();

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			/*
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			var loader = new THREE.UTF8Loader();

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			loader.load( "models/utf8/ben_dds.js", function ( object ) {
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				initScene( object, -75, 150 );
				animate();

			}, { normalizeRGB: true } );
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			*/
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			/*
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			loader.load( "models/utf8/WaltHi.js", function ( object ) {

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				initScene( object, -35, 1 );
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				animate();

			}, { normalizeRGB: true } );
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			*/
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			var loader = new THREE.JSONLoader();
			loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry, materials ) {

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				var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
				var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
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				mapHeight.repeat.set( 0.998, 0.998 );
				mapHeight.offset.set( 0.001, 0.001 )
				mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
				mapHeight.anisotropy = 4;
				mapHeight.format = THREE.RGBFormat;

				var material = new THREE.MeshPhongMaterial( { map: mapColor, bumpMap: mapHeight, bumpScale: 2.5 } );
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				var object = new THREE.Mesh( geometry, material );
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				// box

				var mapHeight2 = THREE.ImageUtils.loadTexture( "obj/lightmap/rocks.jpg" );
				mapHeight2.repeat.set( 3, 1.5 );
				mapHeight2.wrapS = mapHeight2.wrapT = THREE.RepeatWrapping;
				mapHeight2.anisotropy = 4;
				mapHeight2.format = THREE.RGBFormat;

				var mapHeight3 = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
				mapHeight3.repeat.set( 16, 8 );
				mapHeight3.wrapS = mapHeight3.wrapT = THREE.RepeatWrapping;
				mapHeight3.anisotropy = 4;
				mapHeight3.format = THREE.RGBFormat;

				var geoPlane = new THREE.PlaneGeometry( 40, 20 );
				var matPlane = new THREE.MeshPhongMaterial( { color: 0xffffff, bumpMap: mapHeight2, bumpScale: 0.5 } );
				var matPlane2 = new THREE.MeshPhongMaterial( { color: 0x331919, bumpMap: mapHeight2, bumpScale: 1 } );
				var matPlane3 = new THREE.MeshPhongMaterial( { color: 0xffffff, bumpMap: mapHeight3, bumpScale: 1 } );

				// bottom

				var mesh = new THREE.Mesh( geoPlane, matPlane2 );
				mesh.position.z = -2;
				mesh.position.y = -6;
				mesh.rotation.x = -Math.PI/2;
				object.add( mesh );

				// top

				var mesh = new THREE.Mesh( geoPlane, matPlane3 );
				mesh.position.z = -2;
				mesh.position.y = 6;
				mesh.rotation.x = Math.PI/2;
				object.add( mesh );

				// back

				var mesh = new THREE.Mesh( geoPlane, matPlane );
				mesh.position.z = -4;
				mesh.position.y = 0;
				object.add( mesh );

				// right

				var mesh = new THREE.Mesh( geoPlane, matPlane );
				mesh.position.z = 0;
				mesh.position.y = 0;
				mesh.position.x = 13;
				mesh.rotation.y = -Math.PI/2;
				//object.add( mesh );

				// left

				var mesh = new THREE.Mesh( geoPlane, matPlane );
				mesh.position.z = 0;
				mesh.position.y = 0;
				mesh.position.x = -13;
				mesh.rotation.y = Math.PI/2;
				//object.add( mesh );

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				initScene( object, 0, 8 );
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				animate();

			} );

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			document.addEventListener( 'mousemove', onDocumentMouseMove, false );

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		</script>
	</body>

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</html>