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289 lines
7.6 KiB
289 lines
7.6 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js - WebGPU - Materials</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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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Materials
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</div>
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/",
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"three/nodes": "./jsm/nodes/Nodes.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import * as Nodes from 'three/nodes';
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import WebGPU from 'three/addons/capabilities/WebGPU.js';
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import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
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import { ShaderNode, vec3, dot, triplanarTexture, viewportBottomLeft } from 'three/nodes';
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import Stats from 'three/addons/libs/stats.module.js';
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let stats;
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let camera, scene, renderer;
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const objects = [], materials = [];
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init();
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function init() {
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if ( WebGPU.isAvailable() === false ) {
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document.body.appendChild( WebGPU.getErrorMessage() );
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throw new Error( 'No WebGPU support' );
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}
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const container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 0, 200, 800 );
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scene = new THREE.Scene();
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// Grid
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const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
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helper.material.colorNode = new Nodes.AttributeNode( 'color' );
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helper.position.y = - 75;
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scene.add( helper );
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// Materials
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const textureLoader = new THREE.TextureLoader();
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const texture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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const opacityTexture = textureLoader.load( './textures/alphaMap.jpg' );
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opacityTexture.wrapS = THREE.RepeatWrapping;
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opacityTexture.wrapT = THREE.RepeatWrapping;
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let material;
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//
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// BASIC
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//
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// PositionNode.LOCAL
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.PositionNode( Nodes.PositionNode.LOCAL );
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materials.push( material );
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// NormalNode.LOCAL
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.NormalNode( Nodes.NormalNode.LOCAL );
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materials.push( material );
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// NormalNode.WORLD
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
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materials.push( material );
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// NormalNode.VIEW
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
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materials.push( material );
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// TextureNode
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.TextureNode( texture );
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materials.push( material );
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// Opacity
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.UniformNode( new THREE.Color( 0x0099FF ) );
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material.opacityNode = new Nodes.TextureNode( texture );
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material.transparent = true;
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materials.push( material );
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// AlphaTest
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = new Nodes.TextureNode( texture );
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material.opacityNode = new Nodes.TextureNode( opacityTexture );
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material.alphaTestNode = new Nodes.UniformNode( 0.5 );
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materials.push( material );
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//
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// ADVANCED
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//
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// Custom ShaderNode ( desaturate filter )
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const desaturateShaderNode = new ShaderNode( ( input ) => {
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return dot( vec3( 0.299, 0.587, 0.114 ), input.color.xyz );
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} );
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = desaturateShaderNode.call( { color: new Nodes.TextureNode( texture ) } );
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materials.push( material );
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// Custom ShaderNode(no inputs) > Approach 2
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const desaturateNoInputsShaderNode = new ShaderNode( () => {
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return dot( vec3( 0.299, 0.587, 0.114 ), Nodes.texture( texture ).xyz );
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} );
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = desaturateNoInputsShaderNode;
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materials.push( material );
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// Custom WGSL ( desaturate filter )
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const desaturateWGSLNode = new Nodes.FunctionNode( `
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fn desaturate( color:vec3<f32> ) -> vec3<f32> {
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let lum = vec3<f32>( 0.299, 0.587, 0.114 );
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return vec3<f32>( dot( lum, color ) );
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}
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` );
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = desaturateWGSLNode.call( { color: new Nodes.TextureNode( texture ) } );
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materials.push( material );
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// Custom WGSL ( get texture from keywords )
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const getWGSLTextureSample = new Nodes.FunctionNode( `
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fn getWGSLTextureSample( tex: texture_2d<f32>, tex_sampler: sampler, uv:vec2<f32> ) -> vec4<f32> {
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return textureSample( tex, tex_sampler, uv ) * vec4<f32>( 0.0, 1.0, 0.0, 1.0 );
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}
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` );
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const textureNode = new Nodes.TextureNode( texture );
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//getWGSLTextureSample.keywords = { tex: textureNode, tex_sampler: sampler( textureNode ) };
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = getWGSLTextureSample.call( { tex: textureNode, tex_sampler: textureNode, uv: new Nodes.UVNode() } );
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materials.push( material );
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// Triplanar Texture Mapping
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = triplanarTexture( new Nodes.TextureNode( texture ) );
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materials.push( material );
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// Screen Projection Texture
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material = new Nodes.MeshBasicNodeMaterial();
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material.colorNode = Nodes.texture( texture, viewportBottomLeft );
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materials.push( material );
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//
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// Geometry
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//
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const geometry = new TeapotGeometry( 50, 18 );
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for ( let i = 0, l = materials.length; i < l; i ++ ) {
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addMesh( geometry, materials[ i ] );
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}
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//
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renderer = new WebGPURenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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container.appendChild( renderer.domElement );
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function addMesh( geometry, material ) {
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = ( objects.length % 4 ) * 200 - 400;
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mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
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mesh.rotation.x = Math.random() * 200 - 100;
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mesh.rotation.y = Math.random() * 200 - 100;
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mesh.rotation.z = Math.random() * 200 - 100;
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objects.push( mesh );
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scene.add( mesh );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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const timer = 0.0001 * Date.now();
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camera.position.x = Math.cos( timer ) * 1000;
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camera.position.z = Math.sin( timer ) * 1000;
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camera.lookAt( scene.position );
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for ( let i = 0, l = objects.length; i < l; i ++ ) {
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const object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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}
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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