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					257 lines
				
				6.9 KiB
			
		
		
			
		
	
	
					257 lines
				
				6.9 KiB
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											3 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 - Depth Texture</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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										<style>
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											#error {
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												margin: auto;
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												margin-top: 40px;
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												display: block;
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												max-width: 400px;
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												padding: 20px;
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												background: #CE0808;
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											}
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										</style>
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										<script id="post-vert" 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 = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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											}
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										</script>
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										<script id="post-frag" type="x-shader/x-fragment">
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											#include <packing>
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											varying vec2 vUv;
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											uniform sampler2D tDiffuse;
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											uniform sampler2D tDepth;
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											uniform float cameraNear;
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											uniform float cameraFar;
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											float readDepth( sampler2D depthSampler, vec2 coord ) {
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												float fragCoordZ = texture2D( depthSampler, coord ).x;
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												float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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												return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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											}
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											void main() {
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												//vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
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												float depth = readDepth( tDepth, vUv );
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												gl_FragColor.rgb = 1.0 - vec3( depth );
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												gl_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="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
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											Stores render target depth in a texture attachment.<br/>
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											Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
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											<div id="error" style="display: none;">
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											Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
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											This demo will not work.
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											</div>
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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 Stats from 'three/addons/libs/stats.module.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											let camera, scene, renderer, controls, stats;
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											let target;
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											let postScene, postCamera, postMaterial;
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											let supportsExtension = true;
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											const params = {
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												format: THREE.DepthFormat,
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												type: THREE.UnsignedShortType
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											};
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											const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
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											const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
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											init();
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											animate();
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											function init() {
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												renderer = new THREE.WebGLRenderer();
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												if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'WEBGL_depth_texture' ) === false ) {
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													supportsExtension = false;
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													document.querySelector( '#error' ).style.display = 'block';
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													return;
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												}
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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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												//
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												stats = new Stats();
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												document.body.appendChild( stats.dom );
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												camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
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												camera.position.z = 4;
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												controls = new OrbitControls( camera, renderer.domElement );
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												controls.enableDamping = true;
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												// Create a render target with depth texture
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												setupRenderTarget();
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												// Our scene
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												setupScene();
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												// Setup post-processing step
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												setupPost();
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												onWindowResize();
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												window.addEventListener( 'resize', onWindowResize );
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												//
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												const gui = new GUI( { width: 300 } );
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												gui.add( params, 'format', formats ).onChange( setupRenderTarget );
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												gui.add( params, 'type', types ).onChange( setupRenderTarget );
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												gui.open();
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											}
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											function setupRenderTarget() {
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												if ( target ) target.dispose();
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												const format = parseFloat( params.format );
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												const type = parseFloat( params.type );
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												target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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												target.texture.minFilter = THREE.NearestFilter;
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												target.texture.magFilter = THREE.NearestFilter;
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												target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
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												target.depthTexture = new THREE.DepthTexture();
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												target.depthTexture.format = format;
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												target.depthTexture.type = type;
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											}
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											function setupPost() {
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												// Setup post processing stage
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												postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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												postMaterial = new THREE.ShaderMaterial( {
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													vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
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													fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
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													uniforms: {
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														cameraNear: { value: camera.near },
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														cameraFar: { value: camera.far },
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														tDiffuse: { value: null },
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														tDepth: { value: null }
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													}
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												} );
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												const postPlane = new THREE.PlaneGeometry( 2, 2 );
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												const postQuad = new THREE.Mesh( postPlane, postMaterial );
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												postScene = new THREE.Scene();
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												postScene.add( postQuad );
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											}
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											function setupScene() {
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												scene = new THREE.Scene();
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												const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
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												const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
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												const count = 50;
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												const scale = 5;
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												for ( let i = 0; i < count; i ++ ) {
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													const r = Math.random() * 2.0 * Math.PI;
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													const z = ( Math.random() * 2.0 ) - 1.0;
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													const zScale = Math.sqrt( 1.0 - z * z ) * scale;
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													const mesh = new THREE.Mesh( geometry, material );
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													mesh.position.set(
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														Math.cos( r ) * zScale,
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														Math.sin( r ) * zScale,
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														z * scale
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													);
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													mesh.rotation.set( Math.random(), Math.random(), Math.random() );
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													scene.add( mesh );
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												}
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											}
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											function onWindowResize() {
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												const aspect = window.innerWidth / window.innerHeight;
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												camera.aspect = aspect;
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												camera.updateProjectionMatrix();
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												const dpr = renderer.getPixelRatio();
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												target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											function animate() {
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												if ( ! supportsExtension ) return;
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												requestAnimationFrame( animate );
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												// render scene into target
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												renderer.setRenderTarget( target );
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												renderer.render( scene, camera );
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												// render post FX
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												postMaterial.uniforms.tDiffuse.value = target.texture;
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												postMaterial.uniforms.tDepth.value = target.depthTexture;
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												renderer.setRenderTarget( null );
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												renderer.render( postScene, postCamera );
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												controls.update(); // required because damping is enabled
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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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