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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 webgpu - blurred reflection</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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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - blurred reflection
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.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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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+ import { Fn, vec4, fract, abs, uniform, pow, color, max, length, rangeFogFactor, sub, reflector, normalWorld, hue, time, mix, positionWorld } from 'three/tsl';
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+
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+ import { hashBlur } from 'three/addons/tsl/display/hashBlur.js';
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+
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+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+
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+ import Stats from 'three/addons/libs/stats.module.js';
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+
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+ let camera, scene, renderer;
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+ let model, mixer, clock;
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+ let controls;
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+ let stats;
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+ let gui;
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+
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+ init();
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+
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+ async function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
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+ camera.position.set( - 2.5, 2, 2.5 );
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+ camera.lookAt( 0, .4, 0 );
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+
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+ scene = new THREE.Scene();
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+ scene.backgroundNode = hue( normalWorld.y.mix( 0, color( 0x0066ff ) ).mul( .1 ), time );
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+
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+ const waterAmbientLight = new THREE.HemisphereLight( 0xffffff, 0x0066ff, 10 );
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+ scene.add( waterAmbientLight );
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+
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+ clock = new THREE.Clock();
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+
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+ // animated model
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+
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+ const gltfLoader = new GLTFLoader();
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+ gltfLoader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
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+
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+ model = gltf.scene;
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+ model.children[ 0 ].children[ 0 ].castShadow = true;
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+
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+ mixer = new THREE.AnimationMixer( model );
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+
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+ const action = mixer.clipAction( gltf.animations[ 0 ] );
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+ action.play();
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+
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+ scene.add( model );
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+
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+ } );
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+
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+ // textures
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+
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+ const textureLoader = new THREE.TextureLoader();
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+
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+ const uvMap = textureLoader.load( 'textures/uv_grid_directx.jpg' );
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+ uvMap.colorSpace = THREE.SRGBColorSpace;
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+
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+ // uv map for debugging
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+
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+ const uvMaterial = new THREE.MeshStandardNodeMaterial( {
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+ map: uvMap,
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+ side: THREE.DoubleSide
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+ } );
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+
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+ const uvMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), uvMaterial );
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+ uvMesh.position.set( 0, 1, - 3 );
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+ scene.add( uvMesh );
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+
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+ // circle effect
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+
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+ const drawCircle = Fn( ( [ pos, radius, width, power, color, timer = time.mul( .5 ) ] ) => {
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+
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+ // https://www.shadertoy.com/view/3tdSRn
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+
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+ const dist1 = length( pos );
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+ dist1.assign( fract( dist1.mul( 5.0 ).sub( fract( timer ) ) ) );
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+ const dist2 = dist1.sub( radius );
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+ const intensity = pow( radius.div( abs( dist2 ) ), width );
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+ const col = color.rgb.mul( intensity ).mul( power ).mul( max( sub( 0.8, abs( dist2 ) ), 0.0 ) );
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+
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+ return col;
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+
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+ } );
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+
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+ const circleFadeY = positionWorld.y.mul( .7 ).oneMinus().max( 0 );
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+ const animatedColor = mix( color( 0x74ccf4 ), color( 0x7f00c5 ), positionWorld.xz.distance( 0 ).div( 10 ).clamp() );
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+ const animatedCircle = hue( drawCircle( positionWorld.xz.mul( .1 ), 0.5, 0.8, .01, animatedColor ).mul( circleFadeY ), time );
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+
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+ const floorLight = new THREE.PointLight( 0xffffff );
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+ floorLight.colorNode = animatedCircle.mul( 50 );
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+ scene.add( floorLight );
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+
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+ // reflection
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+
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+ const roughness = uniform( .9 );
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+ const radius = uniform( 0.2 );
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+
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+ const reflection = reflector( { resolution: 1, depth: true, bounces: false } ); // 0.5 is half of the rendering view
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+ const reflectionDepth = reflection.getDepthNode();
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+ reflection.target.rotateX( - Math.PI / 2 );
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+ scene.add( reflection.target );
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+
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+ const floorMaterial = new THREE.MeshStandardNodeMaterial();
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+ floorMaterial.transparent = true;
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+ floorMaterial.colorNode = Fn( () => {
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+
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+ // ranges adjustment
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+
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+ const radiusRange = mix( 0.01, 0.1, radius ); // range [ 0.01, 0.1 ]
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+ const roughnessRange = mix( 0.3, 0.03, roughness ); // range [ 0.03, 0.3 ]
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+
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+ // blur the reflection
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+
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+ const reflectionBlurred = hashBlur( reflection, radiusRange, {
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+ mask: reflectionDepth,
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+ premultipliedAlpha: true
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+ } );
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+
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+ // reflection composite
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+
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+ const reflectionMask = reflectionBlurred.a.mul( reflectionDepth ).remapClamp( 0, roughnessRange );
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+ const reflectionItensity = .1;
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+ const reflectionMixFactor = reflectionMask.mul( roughness.mul( 2 ).min( 1 ) );
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+ const reflectionFinal = mix( reflection.rgb, reflectionBlurred.rgb, reflectionMixFactor ).mul( reflectionItensity );
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+
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+ // mix reflection with animated circle
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+
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+ const output = animatedCircle.add( reflectionFinal );
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+
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+ // falloff opacity by distance like an opacity-fog
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+
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+ const opacity = rangeFogFactor( 7, 25 ).oneMinus();
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+
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+ // final output
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+
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+ return vec4( output, opacity );
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+
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+ } )();
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+
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+ const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
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+ floor.position.set( 0, 0, 0 );
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+ scene.add( floor );
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+
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+ // renderer
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+
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+ renderer = new THREE.WebGPURenderer( { 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.setAnimationLoop( animate );
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+ renderer.toneMapping = THREE.NeutralToneMapping;
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+ renderer.toneMappingExposure = 1.3;
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+ document.body.appendChild( renderer.domElement );
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+
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+ gui = new GUI();
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+ gui.add( roughness, 'value', 0, 1 ).name( 'roughness' );
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+ gui.add( radius, 'value', 0, 1 ).name( 'radius' );
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.minDistance = 1;
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+ controls.maxDistance = 10;
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+ controls.maxPolarAngle = Math.PI / 2;
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+ //controls.autoRotate = true;
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+ controls.autoRotateSpeed = - .1;
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+ controls.target.set( 0, .5, 0 );
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+ controls.update();
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+
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+ // events
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ stats.update();
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+
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+ controls.update();
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+
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+ const delta = clock.getDelta();
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+
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+ if ( model ) {
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+
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+ mixer.update( delta );
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+
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+ }
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+
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+ renderer.render( scene, camera );
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+
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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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