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HTML Settings

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.

    <script type="text/javascript" src="//"></script> 

    <script type="text/javascript" src="//"></script>
  <script type="text/javascript" src="//"></script>

<div id="Stats-output">

<div id="WebGL-output">
              body {
  margin: 0;
  overflow: hidden;
                  // once everything is loaded, we run our Three.js stuff.
    $(function () {

        var stats = initStats();

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0x000000, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // position and point the camera to the center of the scene
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(10, 0, 0));

        // add the output of the renderer to the html element

        // call the render function
        var step = 0;

        var knot;

        // setup the control gui
        var controls = new function () {
            // we need the first child, since it's a multimaterial
            this.radius = 40;
   = 28.2;
            this.radialSegments = 600;
            this.tubularSegments = 12;
            this.p = 5;
            this.q = 4;
            this.heightScale = 4;
            this.asParticles = true;
            this.rotate = true;

            this.redraw = function () {
                // remove the old plane
                if (knot) scene.remove(knot);
                // create a new one
                var geom = new THREE.TorusKnotGeometry(controls.radius,, Math.round(controls.radialSegments), Math.round(controls.tubularSegments), Math.round(controls.p), Math.round(controls.q), controls.heightScale);

                if (controls.asParticles) {
                    knot = createParticleSystem(geom);
                } else {
                    knot = createMesh(geom);

                // add it to the scene.


        var gui = new dat.GUI();
        gui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
        gui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
        gui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
        gui.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw);
        gui.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw);
        gui.add(controls, 'heightScale', 0, 5).onChange(controls.redraw);
        gui.add(controls, 'asParticles').onChange(controls.redraw);
        gui.add(controls, 'rotate').onChange(controls.redraw);



        // from THREE.js examples
        function generateSprite() {

            var canvas = document.createElement('canvas');
            canvas.width = 16;
            canvas.height = 16;

            var context = canvas.getContext('2d');
            var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
            gradient.addColorStop(0, 'rgba(255,255,255,1)');
            gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
            gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
            gradient.addColorStop(1, 'rgba(0,0,0,1)');

            context.fillStyle = gradient;
            context.fillRect(0, 0, canvas.width, canvas.height);

            var texture = new THREE.Texture(canvas);
            texture.needsUpdate = true;
            return texture;


        function createParticleSystem(geom) {
            var material = new THREE.ParticleBasicMaterial({
                color: 0xffffff,
                size: 3,
                transparent: true,
                blending: THREE.AdditiveBlending,
                map: generateSprite()

            var system = new THREE.ParticleSystem(geom, material);
            system.sortParticles = true;
            return system;

        function createMesh(geom) {

            // assign two materials
            var meshMaterial = new THREE.MeshNormalMaterial({});
            meshMaterial.side = THREE.DoubleSide;

            // create a multimaterial
            var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]);

            return mesh;

        function render() {

            if (controls.rotate) {
                knot.rotation.y = step += 0.01;

            // render using requestAnimationFrame
            webGLRenderer.render(scene, camera);

        function initStats() {

            var stats = new Stats();
            stats.setMode(0); // 0: fps, 1: ms

            // Align top-left
   = 'absolute';
   = '0px';
   = '0px';


            return stats;
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