webgl_postprocessing.html 11.6 KB
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<!doctype html>
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<html lang="en">
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	<head>
		<title>three.js webgl - postprocessing</title>
		<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">
		<style>
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		    body {
			color: #000;
			font-family:Monospace;
			font-size:13px;
			text-align:center;
			font-weight: bold;

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			background-color: #000;
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			margin: 0px;
			overflow: hidden;
		    }

		    #info {
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			color:#fff;
			background-color: rgba( 0, 0, 0, 0.5 );
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			position: relative;
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			margin: 0 auto -2.1em;
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			top: 0px;
			width: 550px;
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			padding: 5px;
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			z-index:100;
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		    }

		    a { color: red; }
		</style>
	</head>
	<body>

		<div id="info">
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			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
			<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
		</div>

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		<div id="container"></div>

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		<script src="../build/Three.js"></script>
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		<script src="js/ShaderExtras.js"></script>
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		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/BloomPass.js"></script>
		<script src="js/postprocessing/FilmPass.js"></script>
		<script src="js/postprocessing/DotScreenPass.js"></script>
		<script src="js/postprocessing/TexturePass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>
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		<script src="js/Detector.js"></script>
		<script src="js/Stats.js"></script>
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		<!-- Time modulated procedural color fragment shader -->
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		<script id="fs-colors" type="x-shader/x-fragment">
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			varying vec2 vUv;
			uniform float time;
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			void main() {
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				//gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
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				//gl_FragColor = vec4( 0.4, 0.4, 0.4, 1.0 );
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				gl_FragColor = vec4( 0.2, 0.4, 0.5, 1.0 );
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			}
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		</script>
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		<!-- Generic vertex shader -->
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		<script id="vs-generic" type="x-shader/x-vertex">
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			varying vec2 vUv;
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			void main() {
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				vUv = vec2( uv.x, 1.0 - uv.y );
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}
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		</script>
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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 composerScene, composer1, composer2, composer3, composer4;
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			var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
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			var halfWidth = window.innerWidth / 2;
			var halfHeight = window.innerHeight / 2;
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			var materialColor, material2D, quadBG, quadMask, renderScene;
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			var rtParameters;

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			var delta = 0.01;
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			init();
			animate();
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			function init() {
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				container = document.getElementById( 'container' );

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				cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
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				cameraOrtho.position.z = 100;
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				cameraPerspective = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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				cameraPerspective.position.z = 900;

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				//

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				sceneModel = new THREE.Scene();
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				directionalLight = new THREE.DirectionalLight( 0xffffff );
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				directionalLight.position.set( 0, 0, 1 ).normalize();
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				sceneModel.add( directionalLight );
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				loader = new THREE.JSONLoader( true );
				document.body.appendChild( loader.statusDomElement );
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				loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createMesh( geometry, sceneModel, 100 ) } );
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				//

				sceneBG = new THREE.Scene();
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				materialColor = new THREE.ShaderMaterial( {
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					uniforms: { time: { type: "f", value: 0.0 } },
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					vertexShader: getText( 'vs-generic' ),
					fragmentShader: getText( 'fs-colors' ),
					depthTest: false
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				} );
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				var plane = new THREE.PlaneGeometry( 1, 1 );
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				quadBG = new THREE.Mesh( plane, materialColor );
				quadBG.position.z = -500;
				quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
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				sceneBG.add( quadBG );
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				//
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				var sceneMask = new THREE.Scene();

				var plane = new THREE.PlaneGeometry( 1, 1 );

				quadMask = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xffaa00 } )  );
				quadMask.position.z = -300;
				quadMask.scale.set( window.innerWidth / 2, window.innerHeight/2, 1 );
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				sceneMask.add( quadMask );
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				//

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				renderer = new THREE.WebGLRenderer( { antialias: false } );
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				renderer.setSize( window.innerWidth, window.innerHeight );
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				renderer.setClearColorHex( 0x000000, 1 );
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				renderer.autoClear = false;
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				container.appendChild( renderer.domElement );

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				//

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

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				var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
				var shaderSepia = THREE.ShaderExtras[ "sepia" ];
				var shaderVignette = THREE.ShaderExtras[ "vignette" ];
				var shaderScreen = THREE.ShaderExtras[ "screen" ];
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				var effectBleach = new THREE.ShaderPass( shaderBleach );
				var effectSepia = new THREE.ShaderPass( shaderSepia );
				var effectVignette = new THREE.ShaderPass( shaderVignette );
				var effectScreen = new THREE.ShaderPass( shaderScreen );

				effectBleach.uniforms[ "opacity" ].value = 0.95;

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				effectSepia.uniforms[ "amount" ].value = 0.9;
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				effectVignette.uniforms[ "offset" ].value = 0.95;
				effectVignette.uniforms[ "darkness" ].value = 1.6;

				var effectBloom = new THREE.BloomPass( 0.5 );
				var effectFilm = new THREE.FilmPass( 0.5, 0.025, 648, false );
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				var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
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				var effectFilmBW2 = new THREE.FilmPass( 0.05, 0.5, 2048, true );
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				var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.6 );
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				//var renderMask = new THREE.MaskPass( sceneMask, cameraOrtho );
				var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
				var clearMask = new THREE.ClearMaskPass();

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				//effectFilm.renderToScreen = true;
				//effectFilmBW.renderToScreen = true;
				//effectDotScreen.renderToScreen = true;
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				//effectBleach.renderToScreen = true;
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				effectVignette.renderToScreen = true;
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				//effectScreen.renderToScreen = true;
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				//

				var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
				var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );

				renderModel.clear = false;

				composerScene = new THREE.EffectComposer( renderer );

				composerScene.addPass( renderBackground );
				composerScene.addPass( renderModel );

				//

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				renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
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				rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: true };
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				var rtWidth  = window.innerWidth / 2;
				var rtHeight = window.innerHeight / 2;

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				//

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				composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
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				composer1.addPass( renderScene );
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				//composer1.addPass( renderMask );
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				composer1.addPass( effectFilmBW );
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				//composer1.addPass( clearMask );
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				composer1.addPass( effectVignette );
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				//

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				composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
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				composer2.addPass( renderScene );
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				composer2.addPass( renderMask );
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				composer2.addPass( effectDotScreen );
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				composer2.addPass( clearMask );
				composer2.addPass( effectFilmBW2 );
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				composer2.addPass( effectVignette );
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				//

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				composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
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				composer3.addPass( renderScene );
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				//composer3.addPass( renderMask );
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				composer3.addPass( effectSepia );
				composer3.addPass( effectFilm );
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				//composer3.addPass( clearMask );
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				composer3.addPass( effectVignette );
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				//

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				composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
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				composer4.addPass( renderScene );
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				//composer4.addPass( renderMask );
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				composer4.addPass( effectBloom );
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				composer4.addPass( effectFilm );
				composer4.addPass( effectBleach );
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				//composer4.addPass( clearMask );
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				composer4.addPass( effectVignette );
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				//

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				//onWindowResize();

				renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
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				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize( event ) {

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				halfWidth = window.innerWidth / 2;
				halfHeight = window.innerHeight / 2;

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

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

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				cameraOrtho.left = -halfWidth;
				cameraOrtho.right = halfWidth;
				cameraOrtho.top = halfHeight;
				cameraOrtho.bottom = -halfHeight;
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				cameraOrtho.updateProjectionMatrix();

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				composerScene.reset();

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				composer1.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
				composer2.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
				composer3.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
				composer4.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
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				renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
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				quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
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				quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
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			}
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			function getText( id ) {
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				return document.getElementById( id ).textContent;
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			}
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			function createMesh( geometry, scene, scale ) {

				geometry.computeTangents();
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				var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;

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				var shader = THREE.ShaderUtils.lib[ "normal" ];
				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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				uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
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				uniforms[ "uNormalScale" ].value = - 0.75;

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				uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
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				uniforms[ "enableAO" ].value = false;
				uniforms[ "enableDiffuse" ].value = true;

				uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
				uniforms[ "uSpecularColor" ].value.setHex( specular );
				uniforms[ "uAmbientColor" ].value.setHex( ambient );

				uniforms[ "uShininess" ].value = shininess;

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				var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
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				var mat2 = new THREE.ShaderMaterial( parameters );
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				mesh = new THREE.Mesh( geometry, mat2 );
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				mesh.position.set( 0, -50, 0 );
				mesh.scale.set( scale, scale, scale );

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				scene.add( mesh );
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				loader.statusDomElement.style.display = "none";

			}

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			//
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			function animate() {
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				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

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				var time = Date.now() * 0.0004;
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				if ( mesh ) mesh.rotation.y = -time;
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				if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
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					delta *= -1;
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				}
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				materialColor.uniforms.time.value += delta / 2;
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				renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );

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				renderer.clear();
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				composerScene.render( delta );

				renderer.setViewport( 0, 0, halfWidth, halfHeight );
				composer1.render( delta );

				renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
				composer2.render( delta );

				renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
				composer3.render( delta );

				renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
				composer4.render( delta );
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			}
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		</script>
	</body>
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</html>