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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.

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CSS

              
                
              
            
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JS

              
                (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
'use strict';

var myVert = require('./../shader/sample.vert');
var myFrag = require('./../shader/sample.frag');

var notWebGL = function notWebGL() {
  // webGL非対応時の記述
  console.log('this browser does not support webGL');
};

if (document.getElementsByTagName('html')[0].classList.contains('no-webgl')) {
  notWebGL();
}

// three.jsのとき
try {
  var renderer = new THREE.WebGLRenderer();
} catch (e) {
  notWebGL();
}

window.onload = function () {
  var windowWidth = window.innerWidth;
  var windowHeight = window.innerHeight;

  // rendererの作成
  var renderer = new THREE.WebGLRenderer();
  // canvasをbodyに追加
  document.body.appendChild(renderer.domElement);

  // canvasをリサイズ(学習用なのでリサイズイベント登録は省略)
  renderer.setSize(windowWidth, windowHeight);

  // scene作成
  var scene = new THREE.Scene();
  // camera作成
  var camera = new THREE.PerspectiveCamera(75, windowWidth / windowHeight, 0.1, 1000);
  camera.position.z = 1;

  // Geometry作成
  var geometry = new THREE.SphereBufferGeometry(0.5, 10, 10);

  // Material作成
  var material = new THREE.RawShaderMaterial({
    vertexShader: myVert,
    fragmentShader: myFrag
  });

  // Mesh作成
  var mesh = new THREE.Mesh(geometry, material);

  // Meshをシーンに追加
  scene.add(mesh);

  // draw
  render();

  var r = 0;

  //描画
  function render() {
    renderer.render(scene, camera);

    r += 0.01;

    mesh.rotation.set(0, r, r);

    // animation
    requestAnimationFrame(render);
  }
};

},{"./../shader/sample.frag":2,"./../shader/sample.vert":3}],2:[function(require,module,exports){
module.exports = "  precision mediump float;\n  varying vec4 vColor;\n\n  void main(){\n    gl_FragColor = vColor;\n  }\n";

},{}],3:[function(require,module,exports){
module.exports = "\nattribute vec3 normal;\nattribute vec3 position;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat3 normalMatrix;\nvarying vec4 vColor;\nconst vec3 lightDirection = normalize(vec3(0.0, 0.0, 1.0));\n\nvoid main() {\n  float diffuse = max(dot(normal,lightDirection),0.0);\n\n  vColor = vec4(vec3(0.5),1.0) * vec4(vec3(diffuse), 1.0);\n  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}\n";

},{}]},{},[1]);

              
            
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