mirror of
https://github.com/ducbao414/win32.run.git
synced 2025-12-16 09:12:48 +09:00
219 lines
7.0 KiB
HTML
219 lines
7.0 KiB
HTML
<html>
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<head>
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<style>
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html,body{
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overflow: hidden;
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margin: 0;
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background-color: black;
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}
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</style>
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</head>
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<!-- CodePen Home
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Spheres on a noisy sphere
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Paul
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Follow
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https://codepen.io/prisoner849/pen/KKRONqp
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-->
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<body>
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<script>
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let noise = `
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// Simplex 4D Noise
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// by Ian McEwan, Ashima Arts
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//
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
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vec4 grad4(float j, vec4 ip){
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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float snoise(vec4 v){
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const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
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0.309016994374947451); // (sqrt(5) - 1)/4 F4
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// First corner
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vec4 i = floor(v + dot(v, C.yyyy) );
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec3 isX = step( x0.yzw, x0.xxx );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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// x0 = x0 - 0.0 + 0.0 * C
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vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
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vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
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vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
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vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
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// Permutations
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i = mod(i, 289.0);
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float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute( permute( permute( permute (
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i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
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+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
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// Gradients
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// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
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}
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vec3 getNoised( vec3 p){
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vec3 np = normalize(p);
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float n = snoise(vec4(np * 2., time));
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n = n * 0.5 + 0.5;
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return np * (4. + n * 2.);
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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 "https://cdn.skypack.dev/three@0.136.0";
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import {OrbitControls} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
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let scene = new THREE.Scene();
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scene.background = new THREE.Color(0x240024);
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let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
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camera.position.set(0, 0, 10);
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let renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.setSize(innerWidth, innerHeight);
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document.body.appendChild(renderer.domElement);
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window.addEventListener("resize", event => {
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camera.aspect = innerWidth / innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(innerWidth, innerHeight);
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})
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let controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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let gu = {
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time: {value: 0}
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}
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let rndPts = [];
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let rndClr = [];
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let v3 = new THREE.Vector3();
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let c = new THREE.Color(), c1 = new THREE.Color("red"), c2 = new THREE.Color("magenta").addScalar(0.25);
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for(let i = 0; i < 1000; i++){
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v3.randomDirection();
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rndPts.push(v3.x, v3.y, v3.z);
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c.lerpColors(c1, c2, Math.random());
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rndClr.push(c.r, c.g, c.b);
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}
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let ig = new THREE.InstancedBufferGeometry().copy(new THREE.SphereGeometry(0.1));
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ig.instanceCount = Infinity;
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ig.setAttribute("instPos", new THREE.InstancedBufferAttribute(new Float32Array(rndPts), 3));
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ig.setAttribute("color", new THREE.InstancedBufferAttribute(new Float32Array(rndClr), 3));
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let im = new THREE.MeshBasicMaterial({
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vertexColors: true,
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onBeforeCompile: shader => {
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shader.uniforms.time = gu.time;
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shader.vertexShader = `
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uniform float time;
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attribute vec3 instPos;
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${noise}
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${shader.vertexShader}
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`.replace(
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`#include <begin_vertex>`,
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`#include <begin_vertex>
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transformed += getNoised(instPos);
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`
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);
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}
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})
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let io = new THREE.Mesh(ig, im);
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let g = new THREE.IcosahedronGeometry(1, 40);
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let m = new THREE.MeshBasicMaterial({
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transparent: true,
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opacity: 0.25,
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color: 0xff4444,
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wireframe: true,
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onBeforeCompile: shader => {
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shader.uniforms.time = gu.time;
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shader.vertexShader = `
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uniform float time;
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${noise}
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${shader.vertexShader}
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`.replace(
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`#include <begin_vertex>`,
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`#include <begin_vertex>
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transformed = getNoised(position);
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`
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);
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console.log(shader.vertexShader);
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}
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})
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let o = new THREE.Mesh(g, m);
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o.add(io);
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scene.add(o);
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let clock = new THREE.Clock();
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renderer.setAnimationLoop(() => {
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controls.update();
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let t = clock.getElapsedTime();
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gu.time.value = t * 0.25;
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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> |