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273 lines
6.6 KiB
273 lines
6.6 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 webgl - Multiple Render Targets</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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<!-- Write to G-Buffer -->
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<script id="gbuffer-vert" type="x-shader/x-vertex">
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in vec3 position;
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in vec3 normal;
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in vec2 uv;
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out vec3 vNormal;
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out vec2 vUv;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat3 normalMatrix;
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void main() {
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vUv = uv;
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// get smooth normals
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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vec3 transformedNormal = normalMatrix * normal;
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vNormal = normalize( transformedNormal );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script id="gbuffer-frag" type="x-shader/x-fragment">
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precision highp float;
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precision highp int;
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layout(location = 0) out vec4 gColor;
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layout(location = 1) out vec4 gNormal;
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uniform sampler2D tDiffuse;
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uniform vec2 repeat;
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in vec3 vNormal;
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in vec2 vUv;
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void main() {
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// write color to G-Buffer
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gColor = texture( tDiffuse, vUv * repeat );
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// write normals to G-Buffer
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gNormal = vec4( normalize( vNormal ), 0.0 );
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}
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</script>
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<!-- Read G-Buffer and render to screen -->
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<script id="render-vert" type="x-shader/x-vertex">
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in vec3 position;
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in vec2 uv;
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out vec2 vUv;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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void main() {
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vUv = uv;
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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 id="render-frag" type="x-shader/x-fragment">
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precision highp float;
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precision highp int;
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layout(location = 0) out vec4 pc_FragColor;
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in vec2 vUv;
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uniform sampler2D tDiffuse;
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uniform sampler2D tNormal;
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void main() {
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vec3 diffuse = texture( tDiffuse, vUv ).rgb;
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vec3 normal = texture( tNormal, vUv ).rgb;
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pc_FragColor.rgb = mix( diffuse, normal, step( 0.5, vUv.x ) );
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pc_FragColor.a = 1.0;
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}
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</script>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">threejs</a> webgl - Multiple RenderTargets
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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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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}
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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 WebGL from 'three/addons/capabilities/WebGL.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let camera, scene, renderer, controls;
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let renderTarget;
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let postScene, postCamera;
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const parameters = {
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samples: 4,
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wireframe: false
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};
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const gui = new GUI();
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gui.add( parameters, 'samples', 0, 4 ).step( 1 );
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gui.add( parameters, 'wireframe' );
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gui.onChange( render );
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init();
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function init() {
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if ( WebGL.isWebGL2Available() === false ) {
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document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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return;
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}
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// Create a multi render target with Float buffers
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renderTarget = new THREE.WebGLMultipleRenderTargets(
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window.innerWidth * window.devicePixelRatio,
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window.innerHeight * window.devicePixelRatio,
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2
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);
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for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
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renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
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renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
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}
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// Name our G-Buffer attachments for debugging
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renderTarget.texture[ 0 ].name = 'diffuse';
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renderTarget.texture[ 1 ].name = 'normal';
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// Scene setup
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x222222 );
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
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camera.position.z = 4;
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const loader = new THREE.TextureLoader();
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const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg', render );
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diffuse.wrapS = THREE.RepeatWrapping;
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diffuse.wrapT = THREE.RepeatWrapping;
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scene.add( new THREE.Mesh(
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new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
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new THREE.RawShaderMaterial( {
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vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
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uniforms: {
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tDiffuse: { value: diffuse },
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repeat: { value: new THREE.Vector2( 5, 0.5 ) }
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},
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glslVersion: THREE.GLSL3
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} )
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) );
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// PostProcessing setup
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postScene = new THREE.Scene();
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postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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postScene.add( new THREE.Mesh(
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new THREE.PlaneGeometry( 2, 2 ),
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new THREE.RawShaderMaterial( {
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vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
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uniforms: {
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tDiffuse: { value: renderTarget.texture[ 0 ] },
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tNormal: { value: renderTarget.texture[ 1 ] },
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},
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glslVersion: THREE.GLSL3
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} )
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) );
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// Controls
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controls = new OrbitControls( camera, renderer.domElement );
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controls.addEventListener( 'change', render );
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//controls.enableZoom = false;
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window.addEventListener( 'resize', onWindowResize );
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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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const dpr = renderer.getPixelRatio();
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renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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render();
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}
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function render() {
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renderTarget.samples = parameters.samples;
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scene.traverse( function ( child ) {
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if ( child.material !== undefined ) {
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child.material.wireframe = parameters.wireframe;
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}
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} );
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// render scene into target
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renderer.setRenderTarget( renderTarget );
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renderer.render( scene, camera );
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// render post FX
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renderer.setRenderTarget( null );
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renderer.render( postScene, postCamera );
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}
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</script>
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</body>
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</html>
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