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					318 lines
				
				8.6 KiB
			
		
		
			
		
	
	
					318 lines
				
				8.6 KiB
			| 
								 
											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 - percent closer soft-shadows</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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											body {
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												background-color: #cce0ff;
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												color: #000;
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											}
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											a {
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												color: #08f;
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											}
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										</style>
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									</head>
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									<body>
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										<div id="info">Percent Closer Soft-Shadows (PCSS) by <a href="http://eduperiment.com">spidersharma03</a></div>
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										<script type="x-shader/x-fragment" id="PCSS">
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												#define LIGHT_WORLD_SIZE 0.005
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												#define LIGHT_FRUSTUM_WIDTH 3.75
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												#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
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												#define NEAR_PLANE 9.5
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												#define NUM_SAMPLES 17
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												#define NUM_RINGS 11
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												#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
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												vec2 poissonDisk[NUM_SAMPLES];
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												void initPoissonSamples( const in vec2 randomSeed ) {
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													float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
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													float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
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													// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
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													float angle = rand( randomSeed ) * PI2;
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													float radius = INV_NUM_SAMPLES;
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													float radiusStep = radius;
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													for( int i = 0; i < NUM_SAMPLES; i ++ ) {
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														poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
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														radius += radiusStep;
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														angle += ANGLE_STEP;
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													}
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												}
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												float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
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													return (zReceiver - zBlocker) / zBlocker;
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												}
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												float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
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													// This uses similar triangles to compute what
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													// area of the shadow map we should search
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													float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
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													float blockerDepthSum = 0.0;
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													int numBlockers = 0;
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													for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++ ) {
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														float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
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														if ( shadowMapDepth < zReceiver ) {
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															blockerDepthSum += shadowMapDepth;
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															numBlockers ++;
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														}
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													}
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													if( numBlockers == 0 ) return -1.0;
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													return blockerDepthSum / float( numBlockers );
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												}
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												float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
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													float sum = 0.0;
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													float depth;
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													#pragma unroll_loop_start
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													for( int i = 0; i < 17; i ++ ) {
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														depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
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														if( zReceiver <= depth ) sum += 1.0;
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													}
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													#pragma unroll_loop_end
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													#pragma unroll_loop_start
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													for( int i = 0; i < 17; i ++ ) {
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														depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
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														if( zReceiver <= depth ) sum += 1.0;
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													}
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													#pragma unroll_loop_end
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													return sum / ( 2.0 * float( 17 ) );
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												}
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												float PCSS ( sampler2D shadowMap, vec4 coords ) {
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													vec2 uv = coords.xy;
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													float zReceiver = coords.z; // Assumed to be eye-space z in this code
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													initPoissonSamples( uv );
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													// STEP 1: blocker search
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													float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
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													//There are no occluders so early out (this saves filtering)
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													if( avgBlockerDepth == -1.0 ) return 1.0;
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													// STEP 2: penumbra size
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													float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
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													float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
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													// STEP 3: filtering
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													//return avgBlockerDepth;
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													return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
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												}
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										</script>
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										<script type="x-shader/x-fragment" id="PCSSGetShadow">
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											return PCSS( shadowMap, shadowCoord );
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										</script>
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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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											let stats;
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											let camera, scene, renderer;
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											let group;
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											init();
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											animate();
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											function init() {
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												const container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												// scene
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												scene = new THREE.Scene();
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												scene.fog = new THREE.Fog( 0xcce0ff, 5, 100 );
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												// camera
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												camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
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												// We use this particular camera position in order to expose a bug that can sometimes happen presumably
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												// due to lack of precision when interpolating values over really large triangles.
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												// It reproduced on at least NVIDIA GTX 1080 and GTX 1050 Ti GPUs when the ground plane was not
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												// subdivided into segments.
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												camera.position.x = 7;
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												camera.position.y = 13;
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												camera.position.z = 7;
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												scene.add( camera );
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												// lights
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												scene.add( new THREE.AmbientLight( 0x666666 ) );
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												const light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
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												light.position.set( 2, 8, 4 );
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												light.castShadow = true;
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												light.shadow.mapSize.width = 1024;
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												light.shadow.mapSize.height = 1024;
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												light.shadow.camera.far = 20;
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												scene.add( light );
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												// scene.add( new DirectionalLightHelper( light ) );
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												scene.add( new THREE.CameraHelper( light.shadow.camera ) );
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												// group
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												group = new THREE.Group();
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												scene.add( group );
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												const geometry = new THREE.SphereGeometry( 0.3, 20, 20 );
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												for ( let i = 0; i < 20; i ++ ) {
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													const material = new THREE.MeshPhongMaterial( { color: Math.random() * 0xffffff } );
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													const sphere = new THREE.Mesh( geometry, material );
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													sphere.position.x = Math.random() - 0.5;
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													sphere.position.z = Math.random() - 0.5;
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													sphere.position.normalize();
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													sphere.position.multiplyScalar( Math.random() * 2 + 1 );
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													sphere.castShadow = true;
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													sphere.receiveShadow = true;
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													sphere.userData.phase = Math.random() * Math.PI;
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													group.add( sphere );
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												}
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												// ground
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												const groundMaterial = new THREE.MeshPhongMaterial( { color: 0x404040, specular: 0x111111 } );
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												const ground = new THREE.Mesh( new THREE.PlaneGeometry( 20000, 20000, 8, 8 ), groundMaterial );
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												ground.rotation.x = - Math.PI / 2;
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												ground.receiveShadow = true;
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												scene.add( ground );
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												// column
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												const column = new THREE.Mesh( new THREE.BoxGeometry( 1, 4, 1 ), groundMaterial );
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												column.position.y = 2;
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												column.castShadow = true;
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												column.receiveShadow = true;
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												scene.add( column );
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												// overwrite shadowmap code
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												let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
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												shader = shader.replace(
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													'#ifdef USE_SHADOWMAP',
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													'#ifdef USE_SHADOWMAP' +
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													document.getElementById( 'PCSS' ).textContent
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												);
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												shader = shader.replace(
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													'#if defined( SHADOWMAP_TYPE_PCF )',
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													document.getElementById( 'PCSSGetShadow' ).textContent +
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													'#if defined( SHADOWMAP_TYPE_PCF )'
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												);
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												THREE.ShaderChunk.shadowmap_pars_fragment = shader;
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												// renderer
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.setClearColor( scene.fog.color );
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												container.appendChild( renderer.domElement );
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												renderer.shadowMap.enabled = true;
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												// controls
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												const controls = new OrbitControls( camera, renderer.domElement );
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												controls.maxPolarAngle = Math.PI * 0.5;
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												controls.minDistance = 10;
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												controls.maxDistance = 75;
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												controls.target.set( 0, 2.5, 0 );
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												controls.update();
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												// performance monitor
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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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											//
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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 time = performance.now() / 1000;
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								 | 
							
								
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												group.traverse( function ( child ) {
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													if ( 'phase' in child.userData ) {
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														child.position.y = Math.abs( Math.sin( time + child.userData.phase ) ) * 4 + 0.3;
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													}
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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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												requestAnimationFrame( animate );
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								 | 
							
								
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											}
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								 | 
							
										</script>
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									</body>
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								</html>
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