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                <div id="container"></div>


                body, div, canvas {
  margin: 0;
  padding: 0;
  overflow: hidden;


                $(document).ready(function() {

    var app = _initApp();
    app.sphere = _addTextureMesh(app);
    app.controls.autoRotate = true;

function _initApp() {
  var outputDiv = document.getElementById("container");

  var app = {
		// create a scene, that will hold all our elements such as objects, cameras and lights.
		scene: new THREE.Scene(),
    renderer: new THREE.WebGLRenderer(),
    spotLight: new THREE.SpotLight(0xffffff),
    camera: new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000),
    clock: new THREE.Clock(),
    render: function() {
    animate: function(dt) {
      if(app.controls) {
  app.renderer.setClearColor(new THREE.Color(0xEEEEEE));
  app.renderer.setSize(window.innerWidth, window.innerHeight);

  app.spotLight.position.set(0, 0, 0);
  app.spotLight.castShadow = true;



function _addTextureMesh(app) {
 var texLoader = new THREE.TextureLoader();
  //allow cross origin loading (
  texLoader.crossOrigin = '';

  texLoader.load('', // R0010792_20160925153154_vr.jpg
    function (texture) {
      app.mesh = _createSphereMesh(texture);
      app.mesh.scale.x = -1; // this will make the texture be drawn on the inner side of the sphere

function _createSphereMesh(texture) {
  var material = new THREE.MeshBasicMaterial({
    map: texture,
    shading: THREE.FlatShading,
    side: THREE.FrontSide

  var geometry = new THREE.SphereGeometry(10, 12, 6);

  // this is where the magic begins
  // ... overriding the default UV with the one built manually
  var mesh = new THREE.Mesh(geometry, material);

function _attachControls(app) {
  app.controls = new THREE.OrbitControls(, app.renderer.domElement);
  // The [target] is positioned in the sphere center, while
  // camera is positioned a tiny bit off center.
  // This creates a small sphere, on who's surface the camera will
  // be moved/rotated by the OrbitControls. That will make
  // camera pivot in the dead center of the spkere.
  // The camera offset defines the direction in which the camera
  // will initially be facing.,.2,.1);,0,0);

function _assignUVs(geometry) {

  // This function is based on the code found at (the original source doesn't work well)
  // She following page explains how UV map should be calculated
  // The following documentation shows what a apherical UV map should look like

  // converting all vertices into polar coordinates
  var polarVertices =;
  geometry.faceVertexUvs[0] = []; // This clears out any UV mapping that may have already existed on the object

  // walking through all the faces defined by the object
  // ... we need to define a UV map for each of them
  geometry.faces.forEach(function(face) {

    var uvs = [];

    // Each face is a triangle defined by three points or vertices (point a, b and c).
    // Instead of storing the three points (vertices) by itself,
    // a face uses points from the [vertices] array.
    // The 'a', 'b' and 'c' properties of the [face] object in fact represent
    // index at which each of the three points is stored in the [vertices] array
    var ids = [ 'a', 'b', 'c'];

    for( var i = 0; i < ids.length; i++ ) {

      // using the point to access the vertice
      var vertexIndex = face[ ids[ i ] ];
      var vertex = polarVertices[ vertexIndex ];

      // If the vertice is located at the top or the bottom
      // of the sphere, the x coordinates will always be 0
      // This isn't good, since it will make all the faces
      // which meet at this point use the same starting point
      // for their texture ...
      // this is a bit difficult to explainm, so try to comment out
      // the following block and take look at the top of the
      // spehere to see how it is mapped. Also have a look
      // at the following image:
      if(vertex.theta === 0 && (vertex.phi === 0 || vertex.phi === Math.PI)) {

        // at the sphere bottom and at the top different
        // points are alligned differently - have a look at the
        // following image
        var alignedVertice = vertex.phi === 0 ? face.b : face.a;

        vertex = {
          phi: vertex.phi,
          theta: polarVertices[ alignedVertice ].theta

      // Fixing vertices, which close the gap in the circle
      // These are the last vertices in a row, and are at identical position as
      // vertices which are at the first position in the row.
      // This causes the [theta] angle to be miscalculated
      if(vertex.theta === Math.PI && cartesian2polar(face.normal).theta < Math.PI/2) {
        vertex.theta = -Math.PI;

      var canvasPoint = polar2canvas(vertex);

      uvs.push( new THREE.Vector2( 1-canvasPoint.x, 1-canvasPoint.y ) );

    geometry.faceVertexUvs[ 0 ].push( uvs );
  geometry.uvsNeedUpdate = true;
} // function _assignUVs(geometry) {...}

function cartesian2polar(position){
    var r=Math.sqrt(position.x*position.x + position.z*position.z + position.y*position.y);
      r: r,  
      phi:Math.acos(position.y / r),
      theta:Math.atan2(position.z, position.x)

function polar2cartesian(polar){
        x: polar.distance * Math.cos(polar.radians),
        z: polar.distance * Math.sin(polar.radians)

function polar2canvas(polarPoint) {
    y: polarPoint.phi/Math.PI,
    x: (polarPoint.theta+Math.PI) / (2*Math.PI)