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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.

              <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;
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