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							234 lines
						
					
					
						
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							234 lines
						
					
					
						
							8.2 KiB
						
					
					
				
								<!DOCTYPE html>
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										<base href="../../../" />
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										<script src="page.js"></script>
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									</head>
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									<body>
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										[page:Material] → [page:MeshStandardMaterial] →
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										<h1>[name]</h1>
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										<p class="desc">
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											An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:
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										<ul>
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											<li>
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												<b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and wet surfaces — require a
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												clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat
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												approximates this effect, without the need for a separate transparent surface.
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											</li>
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											<li>
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												<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
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												that highly transparent materials are less reflective. Physically-based [page:.transmission]
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												provides a more realistic option for thin, transparent surfaces like glass.
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											</li>
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											<li>
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												<b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
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											<li>
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												<b>Sheen:</b> Can be used for representing cloth and fabric materials.
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											</li>
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										</ul>
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										<p>
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											As a result of these complex shading features, MeshPhysicalMaterial has a higher performance
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											cost, per pixel, than other three.js materials. Most effects are disabled by default, and add
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											cost as they are enabled. For best results, always specify an [page:.envMap environment map]
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											when using this material.
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										</p>
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										<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
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										<script>
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										// iOS iframe auto-resize workaround
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										if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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											const scene = document.getElementById( 'scene' );
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											scene.style.width = getComputedStyle( scene ).width;
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											scene.style.height = getComputedStyle( scene ).height;
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											scene.setAttribute( 'scrolling', 'no' );
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										}
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										</script>
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										<h2>Examples</h2>
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										<p>
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											[example:webgl_materials_variations_physical materials / variations / physical]<br />
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											[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
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											[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
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											[example:webgl_loader_gltf_sheen loader / gltf / sheen]<br />
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											[example:webgl_materials_physical_transmission materials / physical / transmission]
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										</p>
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										<h2>Constructor</h2>
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										<h3>[name]( [param:Object parameters] )</h3>
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										<p>
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										[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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										Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
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										The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
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										string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
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										</p>
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										<h2>Properties</h2>
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										<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</p>
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										<h3>[property:Color attenuationColor]</h3>
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										<p>
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										The color that white light turns into due to absorption when reaching the attenuation distance. Default is `white` (0xffffff).
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										<h3>[property:Float attenuationDistance]</h3>
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										<p>
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										Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space units, and must be greater than zero. Default is `Infinity`.
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										</p>
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										<h3>[property:Float clearcoat]</h3>
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										<p>
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										Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use clear coat related properties to enable multilayer
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										materials that have a thin translucent layer over the base layer. Default is `0.0`.
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										</p>
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										<h3>[property:Texture clearcoatMap]</h3>
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										<p>
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										The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
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										over a coating's intensity. Default is `null`.
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										</p>
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										<h3>[property:Texture clearcoatNormalMap]</h3>
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										<p>Can be used to enable independent normals for the clear coat layer. Default is `null`.</p>
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										<h3>[property:Vector2 clearcoatNormalScale]</h3>
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										<p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from `(0,0)` to `(1,1)`. Default is `(1,1)`.</p>
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										<h3>[property:Float clearcoatRoughness]</h3>
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										<p>Roughness of the clear coat layer, from `0.0` to `1.0`. Default is `0.0`.</p>
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										<h3>[property:Texture clearcoatRoughnessMap]</h3>
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										<p>
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										The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
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										over a coating's roughness. Default is `null`.
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										</p>
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										<h3>[property:Object defines]</h3>
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										<p>An object of the form:
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											<code>
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												{
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													'STANDARD': ''
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													'PHYSICAL': '',
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												};
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											</code>
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											This is used by the [page:WebGLRenderer] for selecting shaders.
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										</p>
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										<h3>[property:Float ior]</h3>
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										<p>
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											Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. Default is `1.5`.<br />
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										</p>
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										<h3>[property:Float reflectivity]</h3>
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										<p>
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											Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which corresponds to an index-of-refraction of 1.5.<br />
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											This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is `1.0`
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										</p>
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										<h3>[property:Float sheen]</h3>
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										<p>
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											The intensity of the sheen layer, from `0.0` to `1.0`. Default is `0.0`.
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										</p>
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										<h3>[property:Float sheenRoughness]</h3>
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										<p>
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											Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.
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										</p>
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										<h3>[property:Texture sheenRoughnessMap]</h3>
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										<p>
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											The alpha channel of this texture is multiplied against [page:.sheenRoughness], for per-pixel control
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											over sheen roughness. Default is `null`.
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										</p>
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										<h3>[property:Color sheenColor]</h3>
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										<p>
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											The sheen tint. Default is `0xffffff`, white.
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										</p>
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										<h3>[property:Texture sheenColorMap]</h3>
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										<p>
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											The RGB channels of this texture are multiplied against [page:.sheenColor], for per-pixel control
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											over sheen tint. Default is `null`.
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										</p>
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										<h3>[property:Float specularIntensity]</h3>
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										<p>
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											A float that scales the amount of specular reflection for non-metals only. When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. Default is `0.0`.
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										</p>
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										<h3>[property:Texture specularIntensityMap]</h3>
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										<p>
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											The alpha channel of this texture is multiplied against [page:.specularIntensity], for per-pixel control over specular intensity. Default is `null`.
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										</p>
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										<h3>[property:Color specularColor]</h3>
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										<p>
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											A [page:Color] that tints the specular reflection at normal incidence for non-metals only.
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											Default is `0xffffff`, white.
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										</p>
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										<h3>[property:Texture specularColorMap]</h3>
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										<p>
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											The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is `null`.
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										</p>
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										<h3>[property:Float thickness]</h3>
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										<p>
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										The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary. Default is `0`.
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										</p>
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										<h3>[property:Texture thicknessMap]</h3>
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										<p>
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										A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is `null`.
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										</p>
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										<h3>[property:Float transmission]</h3>
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										<p>
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										Degree of transmission (or optical transparency), from `0.0` to `1.0`. Default is `0.0`.<br />
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										Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
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										The transmission property can be used to model these materials.<br />
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										When transmission is non-zero, [page:Material.opacity opacity] should be set to `0`.
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										</p>
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										<h3>[property:Texture transmissionMap]</h3>
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										<p>
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											The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
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											over optical transparency. Default is `null`.
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										</p>
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										<h2>Methods</h2>
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										<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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