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283 lines
8.5 KiB
HTML
283 lines
8.5 KiB
HTML
2 months 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 - WebGPU - Backdrop Water</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> WebGPU - Backdrop Water
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</div>
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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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<script type="module">
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import * as THREE from 'three';
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import { color, vec2, pass, linearDepth, normalWorld, triplanarTexture, texture, objectPosition, screenUV, viewportLinearDepth, viewportDepthTexture, viewportSharedTexture, mx_worley_noise_float, positionWorld, time } from 'three/tsl';
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import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let camera, scene, renderer;
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let mixer, objects, clock;
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let model, floor, floorPosition;
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let postProcessing;
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let controls;
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let stats;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
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camera.position.set( 3, 2, 4 );
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
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scene.backgroundNode = normalWorld.y.mix( color( 0x0487e2 ), color( 0x0066ff ) );
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camera.lookAt( 0, 1, 0 );
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const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
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sunLight.castShadow = true;
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sunLight.shadow.camera.near = .1;
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sunLight.shadow.camera.far = 5;
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sunLight.shadow.camera.right = 2;
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sunLight.shadow.camera.left = - 2;
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sunLight.shadow.camera.top = 1;
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sunLight.shadow.camera.bottom = - 2;
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sunLight.shadow.mapSize.width = 2048;
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sunLight.shadow.mapSize.height = 2048;
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sunLight.shadow.bias = - 0.001;
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sunLight.position.set( .5, 3, .5 );
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const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 5 );
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const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );
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scene.add( sunLight );
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scene.add( skyAmbientLight );
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scene.add( waterAmbientLight );
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clock = new THREE.Clock();
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// animated model
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const loader = new GLTFLoader();
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loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
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model = gltf.scene;
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model.children[ 0 ].children[ 0 ].castShadow = true;
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mixer = new THREE.AnimationMixer( model );
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const action = mixer.clipAction( gltf.animations[ 0 ] );
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action.play();
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scene.add( model );
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} );
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// objects
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const textureLoader = new THREE.TextureLoader();
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const iceDiffuse = textureLoader.load( './textures/water.jpg' );
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iceDiffuse.wrapS = THREE.RepeatWrapping;
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iceDiffuse.wrapT = THREE.RepeatWrapping;
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iceDiffuse.colorSpace = THREE.NoColorSpace;
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const iceColorNode = triplanarTexture( texture( iceDiffuse ) ).add( color( 0x0066ff ) ).mul( .8 );
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const geometry = new THREE.IcosahedronGeometry( 1, 3 );
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const material = new THREE.MeshStandardNodeMaterial( { colorNode: iceColorNode } );
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const count = 100;
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const scale = 3.5;
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const column = 10;
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objects = new THREE.Group();
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for ( let i = 0; i < count; i ++ ) {
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const x = i % column;
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const y = i / column;
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.set( x * scale, 0, y * scale );
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mesh.rotation.set( Math.random(), Math.random(), Math.random() );
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objects.add( mesh );
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}
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objects.position.set(
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( ( column - 1 ) * scale ) * - .5,
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- 1,
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( ( count / column ) * scale ) * - .5
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);
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scene.add( objects );
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// water
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const timer = time.mul( .8 );
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const floorUV = positionWorld.xzy;
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const waterLayer0 = mx_worley_noise_float( floorUV.mul( 4 ).add( timer ) );
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const waterLayer1 = mx_worley_noise_float( floorUV.mul( 2 ).add( timer ) );
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const waterIntensity = waterLayer0.mul( waterLayer1 );
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const waterColor = waterIntensity.mul( 1.4 ).mix( color( 0x0487e2 ), color( 0x74ccf4 ) );
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// linearDepth() returns the linear depth of the mesh
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const depth = linearDepth();
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const depthWater = viewportLinearDepth.sub( depth );
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const depthEffect = depthWater.remapClamp( - .002, .04 );
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const refractionUV = screenUV.add( vec2( 0, waterIntensity.mul( .1 ) ) );
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// linearDepth( viewportDepthTexture( uv ) ) return the linear depth of the scene
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const depthTestForRefraction = linearDepth( viewportDepthTexture( refractionUV ) ).sub( depth );
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const depthRefraction = depthTestForRefraction.remapClamp( 0, .1 );
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const finalUV = depthTestForRefraction.lessThan( 0 ).select( screenUV, refractionUV );
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const viewportTexture = viewportSharedTexture( finalUV );
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const waterMaterial = new THREE.MeshBasicNodeMaterial();
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waterMaterial.colorNode = waterColor;
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waterMaterial.backdropNode = depthEffect.mix( viewportSharedTexture(), viewportTexture.mul( depthRefraction.mix( 1, waterColor ) ) );
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waterMaterial.backdropAlphaNode = depthRefraction.oneMinus();
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waterMaterial.transparent = true;
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const water = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), waterMaterial );
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water.position.set( 0, 0, 0 );
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scene.add( water );
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// floor
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floor = new THREE.Mesh( new THREE.CylinderGeometry( 1.1, 1.1, 10 ), new THREE.MeshStandardNodeMaterial( { colorNode: iceColorNode } ) );
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floor.position.set( 0, - 5, 0 );
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scene.add( floor );
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// caustics
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const waterPosY = positionWorld.y.sub( water.position.y );
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let transition = waterPosY.add( .1 ).saturate().oneMinus();
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transition = waterPosY.lessThan( 0 ).select( transition, normalWorld.y.mix( transition, 0 ) ).toVar();
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const colorNode = transition.mix( material.colorNode, material.colorNode.add( waterLayer0 ) );
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//material.colorNode = colorNode;
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floor.material.colorNode = colorNode;
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// renderer
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renderer = new THREE.WebGPURenderer();
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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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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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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 * 0.9;
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controls.autoRotate = true;
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controls.autoRotateSpeed = 1;
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controls.target.set( 0, .2, 0 );
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controls.update();
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// gui
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const gui = new GUI();
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floorPosition = new THREE.Vector3( 0, .2, 0 );
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gui.add( floorPosition, 'y', - 1, 1, .001 ).name( 'position' );
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// post processing
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const scenePass = pass( scene, camera );
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const scenePassColor = scenePass.getTextureNode();
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const scenePassDepth = scenePass.getLinearDepthNode().remapClamp( .3, .5 );
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const waterMask = objectPosition( camera ).y.greaterThan( screenUV.y.sub( .5 ).mul( camera.near ) );
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const scenePassColorBlurred = gaussianBlur( scenePassColor );
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scenePassColorBlurred.directionNode = waterMask.select( scenePassDepth, scenePass.getLinearDepthNode().mul( 5 ) );
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const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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postProcessing = new THREE.PostProcessing( renderer );
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postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignette ) );
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//
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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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stats.update();
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controls.update();
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const delta = clock.getDelta();
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floor.position.y = floorPosition.y - 5;
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if ( model ) {
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mixer.update( delta );
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model.position.y = floorPosition.y;
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}
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for ( const object of objects.children ) {
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object.position.y = Math.sin( clock.elapsedTime + object.id ) * .3;
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object.rotation.y += delta * .3;
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}
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postProcessing.render();
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}
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</script>
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</body>
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</html>
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