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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              body { margin: 0; padding: 0; overflow: hidden; }
canvas { width: 100%; height: 100% }
            
          
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var Leaf = function() {
    THREE.Group.apply(this, arguments);



    var leaf = new THREE.Mesh(
        new THREE.TorusGeometry(.8,1.6,3,4),
        new THREE.MeshStandardMaterial( {
            color: 0x0b8450,
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25
        } )
    );
    //leaf.geometry.vertices[4].y -=1;
    leaf.rotateX(Math.random()*Math.PI*2);
    leaf.rotateZ(Math.random()*Math.PI*2);
    leaf.rotateY(Math.random()*Math.PI*2);
    leaf.receiveShadow = true;
    leaf.castShadow = true;

    this.add(leaf);

}
Leaf.prototype = Object.create(THREE.Group.prototype);
Leaf.prototype.constructor = Leaf;

var ChristmasTree = function() {

    THREE.Group.apply(this, arguments);


    // A material for the pot
    var potMaterial = new THREE.MeshStandardMaterial( {
        color: 0xf97514,
        shading: THREE.FlatShading,
        metalness: 0,
        roughness: 0.8,
        refractionRatio: 0.25
    } );

    // The pot
    var pot = new THREE.Mesh(
        addNoise(new THREE.CylinderGeometry(30, 25, 35, 8, 2), 2),
        potMaterial
    );
    pot.position.y += 17.5;
    pot.castShadow = true;
    pot.receiveShadow = true;
    this.add(pot);
    var potRim = new THREE.Mesh(
        addNoise(new THREE.CylinderGeometry(38, 35, 10, 8, 1), 2),
        potMaterial
    );
    potRim.position.y += 35;
    potRim.castShadow = true;
    potRim.receiveShadow = true;
    this.add(potRim);

    // A tree trunk
    var trunk = new THREE.Mesh(
        addNoise(new THREE.CylinderGeometry(12, 18, 30, 8, 3),2),
        new THREE.MeshStandardMaterial( {
            color: 0x713918,
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25
        } )
    );
    trunk.position.y += 45;
    trunk.castShadow = true;
    trunk.receiveShadow = true;
    this.add(trunk);

    // A shape, 
    var logo = new THREE.Shape();
    logo.moveTo(3.43, 96.86);
    logo.bezierCurveTo(2.01, 96.86, 1.38, 95.87, 2.04, 94.63);
    logo.lineTo (9.07, 83.43);
    logo.bezierCurveTo(9.72, 82.2, 11.42, 81.2, 12.84, 81.2);
    logo.lineTo (67.94, 81.2);
    logo.bezierCurveTo(69.37, 81.2 , 70, 80.2, 69.34, 78.97);
    logo.lineTo (41.58, 24.87);
    logo.bezierCurveTo(40.92, 23.64, 40.92, 21.65, 41.58, 20.41);
    logo.lineTo (49.44, 5.66);
    logo.bezierCurveTo(49.44+0.65, 5.66-1.23, 49.44+1.72, 5.66-1.23, 51.82, 5.66);
    logo.lineTo (99.22,94.63);
    logo.bezierCurveTo(99.22+0.65, 94.63+1.23, 99.22+0.02, 94.63+2.23, 97.82, 96.86);

    var extrudeSettings = {
        steps: 1,
        amount: 16,
        curveSegments: 1,
        bevelEnabled: true,
        bevelThickness: 5,
        bevelSize: 5,
        bevelSegments: 1
    };

    var treeGroup = new THREE.Group();

    var logoGeometry = new THREE.ExtrudeGeometry( logo, extrudeSettings );
    addNoise(logoGeometry, 2,2,0.5)
    var mesh = new THREE.Mesh( logoGeometry, new THREE.MeshStandardMaterial( {
            color: 0x15a46b,
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25
        } ) ) ;

    mesh.castShadow = true;
    mesh.receiveShadow = true;
    treeGroup.add( mesh );

    for(var x = 0; x < logoGeometry.vertices.length; x++) {
        var leaf = new Leaf();
        leaf.position.copy(logoGeometry.vertices[x]);
        treeGroup.add(leaf);
    }

    treeGroup.position.y += 180;
    treeGroup.position.x -= 60;
    treeGroup.position.z += 10;
    treeGroup.rotateZ(Math.PI);
    treeGroup.rotateY(Math.PI);
    treeGroup.scale.set(1.2,1.2,1.2);

    this.add(treeGroup);

    var decorationPositions = [
        [-35, 55, 17, -0.1, 0],
        [35, 59, 17, -0.1, 0],
        [-5, 74, 17, -0.2, 0.2],
        [18, 123, 18, -0.2, 0.3],
        [43, 100, 15, -0.2, 0.3],
        [-12, 133, 1, 0, 0],

        [-35, 65, -17, 0.1, -0],
        [25, 67, -17, 0.1, -0],
        [-5, 74, -17, 0.2, -0.2],
        [10, 143, -18, 0.2, 0.3],
        [50, 85, -15, 0.2, 0.3],
    ];
    this.decorations = [];
    for (var d = 0; d < decorationPositions.length; d++) {
        var decoration = new Decoration();
        decoration.position.set(decorationPositions[d][0], decorationPositions[d][1], decorationPositions[d][2]);
        decoration.rotateX(decorationPositions[d][3]);
        decoration.rotateZ(decorationPositions[d][4]);
        this.add(decoration);
        this.decorations.push(decoration);
    }

}
ChristmasTree.prototype = Object.create(THREE.Group.prototype);
ChristmasTree.prototype.constructor = ChristmasTree;
ChristmasTree.prototype.updatePosition = function() {
    for(var d = 0; d < this.decorations.length; d++) {
        this.decorations[d].updatePosition();
    }
};

var Star = function() {

    THREE.Group.apply(this, arguments);

    var starShape = new THREE.Shape([
        new THREE.Vector2(0, 50),
        new THREE.Vector2(10, 10),
        new THREE.Vector2(40, 10),
        new THREE.Vector2(20, -10),
        new THREE.Vector2(30, -50),
        new THREE.Vector2(0, -20),
        new THREE.Vector2(-30, -50),
        new THREE.Vector2(-20, -10),
        new THREE.Vector2(-40, 10),
        new THREE.Vector2(-10, 10)
    ]);

    var geometry = new THREE.ExtrudeGeometry(starShape, {
        steps: 1,
        amount: 4,
        curveSegments: 1,
        bevelEnabled: true,
        bevelThickness: 10,
        bevelSize: 10,
        bevelSegments: 1
    });
    addNoise(geometry, 0, 0, 2);

    var star = new THREE.Mesh(geometry, new THREE.MeshStandardMaterial({
        color: 0xffd423,
        shading: THREE.FlatShading,
        metalness: 0,
        roughness: 0.8,
        refractionRatio: 0.25,
        emissive: 0xffd423,
        emissiveIntensity: 0.4
    }));
    star.scale.set(.3, .3, .3);
    this.add(star);

    var pointLight = new THREE.DirectionalLight( 0xffd423,.4);
    pointLight.position.set( 0, 10, 0);

    this.add( pointLight );
}
Star.prototype = Object.create(THREE.Group.prototype);
Star.prototype.constructor = Star;
Star.prototype.updatePosition = function() {
    this.rotateY(0.005);
};

var Decoration = function() {

    // Run the Group constructor with the given arguments
    THREE.Group.apply(this, arguments);

    this.rotationSpeed = Math.random() * 0.01 + 0.003;
    this.rotationPosition = Math.random();

    // A random color assignment
    var colors = ['#ff0051', '#f56762','#a53c6c','#f19fa0','#72bdbf','#47689b'];

    var bauble = new THREE.Mesh(
        addNoise(new THREE.OctahedronGeometry(12,1), 2),
        new THREE.MeshStandardMaterial( {
            color: colors[Math.floor(Math.random()*colors.length)],
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25
        })
    );
    bauble.castShadow = true;
    bauble.receiveShadow = true;
    bauble.rotateZ(Math.random()*Math.PI*2);
    bauble.rotateY(Math.random()*Math.PI*2);

    this.add(bauble);

    var shapeOne = new THREE.Mesh(
        addNoise(new THREE.CylinderGeometry(4, 6, 10, 6, 1), 0.5),
        new THREE.MeshStandardMaterial( {
            color: 0xf8db08,
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25
        } )
    );
    shapeOne.position.y += 8;
    shapeOne.castShadow = true;
    shapeOne.receiveShadow = true;
    this.add(shapeOne);


    var shapeTwo = new THREE.Mesh(
        addNoise(new THREE.TorusGeometry( 2,1, 6, 4, Math.PI), 0.2),
        new THREE.MeshStandardMaterial( {
            color: 0xf8db08,
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25

        } )
    );
    shapeTwo.position.y += 12.5;
    shapeTwo.castShadow = true;
    shapeTwo.receiveShadow = true;
    this.add(shapeTwo);

    var scale = Math.random() * 0.2 + 0.4;
    this.scale.set(scale,scale,scale);
};
Decoration.prototype = Object.create(THREE.Group.prototype);
Decoration.prototype.constructor = Decoration;
Decoration.prototype.updatePosition = function() {
    this.rotationPosition += this.rotationSpeed;
    this.rotation.y = (Math.sin(this.rotationPosition));
};


var Leaf = function() {
    THREE.Group.apply(this, arguments);

    var leaf = new THREE.Mesh(
        new THREE.TorusGeometry(.8,1.6,3,4),
        new THREE.MeshStandardMaterial( {
            color: 0x0b8450,
            shading: THREE.FlatShading ,
            metalness: 0,
            roughness: 0.8,
            refractionRatio: 0.25
        } )
    );
    //leaf.geometry.vertices[4].y -=1;
    leaf.rotateX(Math.random()*Math.PI*2);
    leaf.rotateZ(Math.random()*Math.PI*2);
    leaf.rotateY(Math.random()*Math.PI*2);
    leaf.receiveShadow = true;
    leaf.castShadow = true;

    this.add(leaf);

}
Leaf.prototype = Object.create(THREE.Group.prototype);
Leaf.prototype.constructor = Leaf;



var Present = function() {

    THREE.Group.apply(this, arguments);

     // A random color assignment
    var colors = ['#ff0051', '#a53c6c','#f19fa0','#72bdbf','#47689b'],
        boxColor = colors.splice( Math.floor(Math.random()*colors.length), 1 )[0];
        colors.push('#393839'),
        ribbonColor = colors.splice( Math.floor(Math.random()*colors.length), 1 )[0],
        boxMaterial = new THREE.MeshStandardMaterial( {
            color: boxColor,
            shading: THREE.FlatShading,
            metalness: 0,
            roughness: 1
        }),
        ribbonMaterial = new THREE.MeshStandardMaterial( {
            color: ribbonColor,
            shading: THREE.FlatShading,
            metalness: 0,
            roughness: 1
        });

    var box = new THREE.Mesh(
        addNoise(new THREE.BoxGeometry( 20, 12, 15), 2,1, 2),
        boxMaterial
    );
    box.position.y += 6;
    box.castShadow = true;
    box.receiveShadow = true;
    this.add(box);

    box = new THREE.Mesh(
        addNoise(new THREE.BoxGeometry( 22, 14, 2),.5),
        ribbonMaterial
    );
    box.position.y += 6;
    box.castShadow = true;
    box.receiveShadow = true;
    this.add(box);

    box = new THREE.Mesh(
        addNoise(new THREE.BoxGeometry( 2, 14, 17),.5),
        ribbonMaterial
    );
    box.position.y += 6;
    box.castShadow = true;
    box.receiveShadow = true;
    this.add(box);

    var bow = new THREE.Mesh(
        addNoise(new THREE.TorusGeometry(2, 1, 4, 4), 0.5),
        ribbonMaterial
    );
    bow.position.x -= 2;
    bow.position.y += 14;
    bow.rotateZ(-1*Math.PI/1.5);

    bow.castShadow = true;
    bow.receiveShadow = true;
    this.add(bow);

    bow = new THREE.Mesh(
        addNoise(new THREE.TorusGeometry(2, 1, 4, 4), 0.5),
        ribbonMaterial
    );
    bow.position.x += 2;
    bow.rotateZ(Math.PI/1.5);
    bow.position.y += 14;
    bow.castShadow = true;
    bow.receiveShadow = true;
    this.add(bow);

    this.scale.set(2,2,2);

}
Present.prototype = Object.create(THREE.Group.prototype);
Present.prototype.constructor = Present;

// Create a scene which will hold all our meshes to be rendered
var scene = new THREE.Scene();

// Create and position a camera
var camera = new THREE.PerspectiveCamera(
    70,                                   // Field of view
    window.innerWidth/window.innerHeight, // Aspect ratio
    0.1,                                  // Near clipping pane
    1000                                  // Far clipping pane
);

// Reposition the camera
camera.position.set(-60,80,210);

// Point the camera at a given coordinate
camera.lookAt(new THREE.Vector3(0,80,0))

// Create a renderer
var renderer = new THREE.WebGLRenderer({ antialias: true });

// Size should be the same as the window
renderer.setSize( window.innerWidth, window.innerHeight );

// Set a near white clear color (default is black)
renderer.setClearColor( 0xfff6e6 );

// Enable shadow mapping
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

// Append to the document
document.body.appendChild( renderer.domElement );

// Add an ambient lights
var ambientLight = new THREE.AmbientLight( 0xffffff, 0.3 );
scene.add( ambientLight );

// Add a point light that will cast shadows
var pointLight = new THREE.PointLight( 0xffffff,.8 );
pointLight.position.set( 80, 160, 120 );
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;
scene.add( pointLight );

// A basic material that shows the geometry wireframe.
var shadowMaterial = new THREE.ShadowMaterial( { color: 0xffffff } );
shadowMaterial.opacity = 0.5;
var groundMesh = new THREE.Mesh(
	new THREE.BoxGeometry( 1000, .1, 1000 ),
	shadowMaterial
);
groundMesh.receiveShadow = true;
scene.add( groundMesh );

// Add the tree
var tree = new ChristmasTree();
scene.add(tree);

// A star on top
var star = new Star();
star.position.y += 200;
scene.add(star);

// Loop around the tree, adding presents every 20 to 40 degrees.
for(var angle = 0; angle < 360; angle += Math.random()*20+20) {
    var p = new Present();
    var radius = Math.random() * 40 + 50;
    p.position.x =  Math.cos(angle * Math.PI / 180) * radius;
    p.position.z =  Math.sin(angle * Math.PI / 180) * radius;
    p.scale.set(Math.random() + 1, Math.random() + 1,Math.random() + 1);
    scene.add(p);
}


// Add an orbit control which allows us to move around the scene. See the three.js example for more details
// https://github.com/mrdoob/three.js/blob/dev/examples/js/controls/OrbitControls.
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target = new THREE.Vector3(0,80,0);
controls.maxPolarAngle = Math.PI / 2;
controls.minDistance = 100;
controls.maxDistance = 220;

requestAnimationFrame(render);

function render() {
    controls.update();

    // Update animated elements
    tree.updatePosition();
    star.updatePosition();

    // Render the scene/camera combnation
    renderer.render(scene, camera);

    // Repeat...
    requestAnimationFrame(render);
}

/**
 * Helper function to add random noise to geometry vertixes
 *
 * @param geometry The geometry to alter
 * @param noiseX Amount of noise on the X axis
 * @param noiseY Amount of noise on the Y axis
 * @param noiseZ Amount of noise on the Z axis
 * @returns the geometry object
 */
function addNoise(geometry, noiseX, noiseY, noiseZ) {

	var noiseX = noiseX || 2;
	var noiseY = noiseY || noiseX;
	var noiseZ = noiseZ || noiseY;

	for(var i = 0; i < geometry.vertices.length; i++){
    	var v = geometry.vertices[i];
    	v.x += -noiseX / 2 + Math.random() * noiseX;
    	v.y += -noiseY / 2 + Math.random() * noiseY;
    	v.z += -noiseZ / 2 + Math.random() * noiseZ;
    }

    return geometry;
}

function addShapeNoise(shapes, noiseX, noiseY) {

	var noiseX = noiseX || 2;
	var noiseY = noiseY || noiseX;

	for(var i = 0; i < shapes.length; i++){
    	var v = shapes[i];
    	v.x += -noiseX / 2 + Math.random() * noiseX;
    	v.y += -noiseY / 2 + Math.random() * noiseY;
        shapes[i] = v;
    }

    return shapes;
}

            
          
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