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                <script id="fragShader" type="shader-code">
		uniform sampler2D tex;//The main texture
		uniform sampler2D norm;//The normal texture
		uniform vec2 res;//Our screen dimensions
		uniform vec4 light;//Our light source information
		void main() {
        vec2 pixel = gl_FragCoord.xy / res.xy;
        vec4 color = texture2D(tex,pixel);
        vec4 normalVector = texture2D(norm,pixel);//We get the normal value of this pixel
        vec2 lightPosition = light.xy / res.xy;//We normalize the light source
        lightPosition.y = 1.0 - lightPosition.y;

        //We calculate the direction from the light to this pixel
        vec3 LightVector = vec3(lightPosition.x - pixel.x,lightPosition.y - pixel.y,light.z);
        //By "up" direction of our normal map has the value (0.5,0.5,1.0) in terms of rgb
        //So we offset by that amount
        normalVector.x -= 0.5;
        normalVector.y -= 0.5;
        //We normalize our vectors to compute the direction
        vec3 NormalVector = normalize(;
        LightVector = normalize(LightVector);

        // Compute the diffuse term for the Phong equation
        float diffuse      = 1.5 * max(dot( NormalVector, LightVector ),0.0);
        //Toggle light system on or off
        if(light.w == 0.0){
           gl_FragColor = color;
        } else {
          gl_FragColor = color * diffuse;



                /* We want our scene to span the entire window */
body { margin: 0; }


                //@author Omar Shehata. 2015.
//We are loading the Three.js library from the cdn here:
var scene;
var camera;
var renderer;

function scene_setup(){
  //This is all code needed to set up a basic ThreeJS scene

  //First we initialize the scene and our camera
  scene = new THREE.Scene();
  camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

  //We create the WebGL renderer and add it to the document
  renderer = new THREE.WebGLRenderer();
  renderer.setSize( window.innerWidth, window.innerHeight );
  document.body.appendChild( renderer.domElement );

//Initialize the Threejs scene

//Pull the shader code from the html
var shaderCode = document.getElementById("fragShader").innerHTML;

//Our textures are up on github
var textureURL = ""
var normalURL = ""

THREE.ImageUtils.crossOrigin = '';//Allows us to load an external image

//Load in the texture and the normal
var texture = THREE.ImageUtils.loadTexture(textureURL);
var normal = THREE.ImageUtils.loadTexture(normalURL);

//Set up the uniforms we'll send to our share
//More info on uniform types:
var uniforms = {
  tex : {type:'t',value:texture},//The texture
  norm: {type:'t',value:normal},//Normal
  res : {type: 'v2',value:new THREE.Vector2(window.innerWidth,window.innerHeight)},//Keeps the resolution
  light: {type: 'v4',value:new THREE.Vector4()}//Our light source, we will use the 3 numbers as have x,y and height away from the screen. 4th value is whether the light is on or not
//We stick our shader onto a 2d plane big enough to fill the screen
var material = new THREE.ShaderMaterial({uniforms:uniforms,fragmentShader:shaderCode})
var geometry = new THREE.PlaneGeometry( 10, 10 );
var sprite = new THREE.Mesh( geometry,material );
//Add it to the scene
scene.add( sprite );
//Move the camera back so we can see it
camera.position.z = 2;

uniforms.light.value.z = 0.3;//How high up our light source should be

uniforms.light.value.w = 1.0;//Turn light on

//Render everything!
function render() {
  requestAnimationFrame( render );
  renderer.render( scene, camera );

document.onmousemove = function(event){
  //Update the light source to follow our mouse
  uniforms.light.value.x = event.clientX; 
  uniforms.light.value.y = event.clientY; 

document.onmousedown = function(event){
  //Toggle lighting system
  if( uniforms.light.value.w)
    uniforms.light.value.w = 0.0;
  else uniforms.light.value.w = 1.0;