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					265 lines
				
				6.6 KiB
			
		
		
			
		
	
	
					265 lines
				
				6.6 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 webgl2 - volume</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> webgl2 - volume
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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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import WebGL from 'three/addons/capabilities/WebGL.js';
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											if ( WebGL.isWebGL2Available() === false ) {
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												document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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											}
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											let renderer, scene, camera;
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											let mesh;
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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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												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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												scene = new THREE.Scene();
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												camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
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												camera.position.set( 0, 0, 2 );
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												new OrbitControls( camera, renderer.domElement );
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												// Texture
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												const size = 128;
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												const data = new Uint8Array( size * size * size );
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												let i = 0;
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												const perlin = new ImprovedNoise();
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												const vector = new THREE.Vector3();
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												for ( let z = 0; z < size; z ++ ) {
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													for ( let y = 0; y < size; y ++ ) {
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														for ( let x = 0; x < size; x ++ ) {
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															vector.set( x, y, z ).divideScalar( size );
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															const d = perlin.noise( vector.x * 6.5, vector.y * 6.5, vector.z * 6.5 );
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															data[ i ++ ] = d * 128 + 128;
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														}
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													}
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												}
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												const texture = new THREE.Data3DTexture( data, size, size, size );
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												texture.format = THREE.RedFormat;
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												texture.minFilter = THREE.LinearFilter;
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												texture.magFilter = THREE.LinearFilter;
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												texture.unpackAlignment = 1;
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												texture.needsUpdate = true;
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												// Material
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												const vertexShader = /* glsl */`
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													in vec3 position;
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													uniform mat4 modelMatrix;
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													uniform mat4 modelViewMatrix;
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													uniform mat4 projectionMatrix;
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													uniform vec3 cameraPos;
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													out vec3 vOrigin;
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													out vec3 vDirection;
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													void main() {
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														vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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														vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
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														vDirection = position - vOrigin;
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														gl_Position = projectionMatrix * mvPosition;
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													}
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												`;
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												const fragmentShader = /* glsl */`
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													precision highp float;
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													precision highp sampler3D;
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													uniform mat4 modelViewMatrix;
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													uniform mat4 projectionMatrix;
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													in vec3 vOrigin;
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													in vec3 vDirection;
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													out vec4 color;
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													uniform sampler3D map;
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													uniform float threshold;
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													uniform float steps;
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													vec2 hitBox( vec3 orig, vec3 dir ) {
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														const vec3 box_min = vec3( - 0.5 );
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														const vec3 box_max = vec3( 0.5 );
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														vec3 inv_dir = 1.0 / dir;
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														vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
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														vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
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														vec3 tmin = min( tmin_tmp, tmax_tmp );
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														vec3 tmax = max( tmin_tmp, tmax_tmp );
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														float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
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														float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
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														return vec2( t0, t1 );
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													}
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													float sample1( vec3 p ) {
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														return texture( map, p ).r;
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													}
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													#define epsilon .0001
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													vec3 normal( vec3 coord ) {
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														if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
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														if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
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														if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
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														if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
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														if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
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														if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
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														float step = 0.01;
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														float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
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														float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
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														float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
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														return normalize( vec3( x, y, z ) );
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													}
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													void main(){
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														vec3 rayDir = normalize( vDirection );
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														vec2 bounds = hitBox( vOrigin, rayDir );
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														if ( bounds.x > bounds.y ) discard;
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														bounds.x = max( bounds.x, 0.0 );
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														vec3 p = vOrigin + bounds.x * rayDir;
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														vec3 inc = 1.0 / abs( rayDir );
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														float delta = min( inc.x, min( inc.y, inc.z ) );
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														delta /= steps;
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														for ( float t = bounds.x; t < bounds.y; t += delta ) {
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															float d = sample1( p + 0.5 );
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															if ( d > threshold ) {
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																color.rgb = normal( p + 0.5 ) * 0.5 + ( p * 1.5 + 0.25 );
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																color.a = 1.;
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																break;
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															}
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															p += rayDir * delta;
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														}
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														if ( color.a == 0.0 ) discard;
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													}
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												`;
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												const geometry = new THREE.BoxGeometry( 1, 1, 1 );
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												const material = new THREE.RawShaderMaterial( {
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													glslVersion: THREE.GLSL3,
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													uniforms: {
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														map: { value: texture },
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														cameraPos: { value: new THREE.Vector3() },
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														threshold: { value: 0.6 },
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														steps: { value: 200 }
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													},
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													vertexShader,
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													fragmentShader,
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													side: THREE.BackSide,
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												} );
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												mesh = new THREE.Mesh( geometry, material );
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												scene.add( mesh );
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												//
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												const parameters = { threshold: 0.6, steps: 200 };
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												function update() {
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													material.uniforms.threshold.value = parameters.threshold;
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													material.uniforms.steps.value = parameters.steps;
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												}
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												const gui = new GUI();
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												gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
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												gui.add( parameters, 'steps', 0, 300, 1 ).onChange( update );
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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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											}
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											function animate() {
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												requestAnimationFrame( animate );
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												mesh.material.uniforms.cameraPos.value.copy( camera.position );
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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