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HTML

              
                	<title> Our WebGL Skeleton Framework</title>
	

	<style>
		body{
			margin:0;
			overflow:hidden;			
		}
	</style>
	
	<body>
    <a href = "https://wpdildine.github.com" style="position:absolute;top:1%;right:40%;width:20%;z-index:10;color:#ffffff;text-align:center; text-transform:uppercase;text-decoration:none;">Shader Material Scene Demonstration</a>    
    <div id ="webGL-container" style="z-index:-9;"></div>
        
        
    <!-- Simple Shader -->
    <script id="fragmentShader" type="x-shader/x-fragment">

	
	varying vec2 vUv;
	varying vec3 vNormal;
	varying vec3 vReflect;
	varying float ao;
	uniform sampler2D tShine;
	uniform float time;

	float PI = 3.14159265358979323846264;

	void main() {
		
		float yaw = .5 - atan( vReflect.z, - vReflect.x ) / ( 2.0 * PI );
		float pitch = .5 - asin( vReflect.y ) / PI;
		vec2 pos = vec2( yaw, pitch );
		vec3 color = texture2D( tShine, pos ).rgb;
		
		float diffuse_value1 = .0015 * max(dot(vNormal, vec3( -490.0, 29.8, -85.8 ) ), 0.0); 
		float diffuse_value2 = .0005 * max(dot(vNormal, vec3( -460.0, 40.27, 187.4 ) ), 0.0); 
		float diffuse_value3 = .0010 * max(dot(vNormal, vec3( 175.5, 30.04, 466.4 ) ), 0.0); 
		float diffuse_value4 = .0005 * max(dot(vNormal, vec3( 466.0, 45.3, 172.9 ) ), 0.0); 
		
		gl_FragColor = vec4( color - .15 * ao + .5 * vec3( diffuse_value1 + diffuse_value2 + diffuse_value3 + diffuse_value4 ), 1.0 );

	}
	
	
    </script>
        
    <script id="vertexShader" type="x-shader/x-vertex">



    vec3 mod289(vec3 x)
    {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 mod289(vec4 x)
    {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 permute(vec4 x)
    {
      return mod289(((x*34.0)+1.0)*x);
    }

    vec4 taylorInvSqrt(vec4 r)
    {
      return 1.79284291400159 - 0.85373472095314 * r;
    }

    vec3 fade(vec3 t) {
      return t*t*t*(t*(t*6.0-15.0)+10.0);
    }

    // Classic Perlin noise
    float cnoise(vec3 P)
    {
      vec3 Pi0 = floor(P); // Integer part for indexing
      vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
      Pi0 = mod289(Pi0);
      Pi1 = mod289(Pi1);
      vec3 Pf0 = fract(P); // Fractional part for interpolation
      vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
      vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
      vec4 iy = vec4(Pi0.yy, Pi1.yy);
      vec4 iz0 = Pi0.zzzz;
      vec4 iz1 = Pi1.zzzz;

      vec4 ixy = permute(permute(ix) + iy);
      vec4 ixy0 = permute(ixy + iz0);
      vec4 ixy1 = permute(ixy + iz1);

      vec4 gx0 = ixy0 * (1.0 / 7.0);
      vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
      gx0 = fract(gx0);
      vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
      vec4 sz0 = step(gz0, vec4(0.0));
      gx0 -= sz0 * (step(0.0, gx0) - 0.5);
      gy0 -= sz0 * (step(0.0, gy0) - 0.5);

      vec4 gx1 = ixy1 * (1.0 / 7.0);
      vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
      gx1 = fract(gx1);
      vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
      vec4 sz1 = step(gz1, vec4(0.0));
      gx1 -= sz1 * (step(0.0, gx1) - 0.5);
      gy1 -= sz1 * (step(0.0, gy1) - 0.5);

      vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
      vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
      vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
      vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
      vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
      vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
      vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
      vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

      vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
      g000 *= norm0.x;
      g010 *= norm0.y;
      g100 *= norm0.z;
      g110 *= norm0.w;
      vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
      g001 *= norm1.x;
      g011 *= norm1.y;
      g101 *= norm1.z;
      g111 *= norm1.w;

      float n000 = dot(g000, Pf0);
      float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
      float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
      float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
      float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
      float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
      float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
      float n111 = dot(g111, Pf1);

      vec3 fade_xyz = fade(Pf0);
      vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
      vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
      float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
      return 2.2 * n_xyz;
    }

    // Classic Perlin noise, periodic variant
    float pnoise(vec3 P, vec3 rep)
    {
      vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
      vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
      Pi0 = mod289(Pi0);
      Pi1 = mod289(Pi1);
      vec3 Pf0 = fract(P); // Fractional part for interpolation
      vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
      vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
      vec4 iy = vec4(Pi0.yy, Pi1.yy);
      vec4 iz0 = Pi0.zzzz;
      vec4 iz1 = Pi1.zzzz;

      vec4 ixy = permute(permute(ix) + iy);
      vec4 ixy0 = permute(ixy + iz0);
      vec4 ixy1 = permute(ixy + iz1);

      vec4 gx0 = ixy0 * (1.0 / 7.0);
      vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
      gx0 = fract(gx0);
      vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
      vec4 sz0 = step(gz0, vec4(0.0));
      gx0 -= sz0 * (step(0.0, gx0) - 0.5);
      gy0 -= sz0 * (step(0.0, gy0) - 0.5);

      vec4 gx1 = ixy1 * (1.0 / 7.0);
      vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
      gx1 = fract(gx1);
      vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
      vec4 sz1 = step(gz1, vec4(0.0));
      gx1 -= sz1 * (step(0.0, gx1) - 0.5);
      gy1 -= sz1 * (step(0.0, gy1) - 0.5);

      vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
      vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
      vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
      vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
      vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
      vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
      vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
      vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

      vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
      g000 *= norm0.x;
      g010 *= norm0.y;
      g100 *= norm0.z;
      g110 *= norm0.w;
      vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
      g001 *= norm1.x;
      g011 *= norm1.y;
      g101 *= norm1.z;
      g111 *= norm1.w;

      float n000 = dot(g000, Pf0);
      float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
      float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
      float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
      float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
      float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
      float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
      float n111 = dot(g111, Pf1);

      vec3 fade_xyz = fade(Pf0);
      vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
      vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
      float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
      return 2.2 * n_xyz;
    }

        float stripes( float x, float f) {
            float PI = 3.14159265358979323846264;
            float t = .5 + .5 * sin( f * 2.0 * PI * x);
            return t * t - .5;
        }

        float turbulence( vec3 p ) {
            float w = 100.0;
            float t = -.5;
            for (float f = 1.0 ; f <= 10.0 ; f++ ){
                float power = pow( 2.0, f );
                t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
            }
            return t;
        }

        float f( vec3 p ) {
            return pnoise( vec3( p ), vec3( 10.0, 10.0, 10.0 ) );
            return pnoise( 8.0 * vec3( p ), vec3( 10.0, 10.0, 10.0 ) );
        }

        varying vec2 vUv;
        varying vec3 vNormal;
        varying vec3 vReflect;
        varying float ao;
        uniform float time;
        uniform float weight;

        float fround( float value ) {
            return floor( value + 0.5 );
        }

        vec3 v3round( vec3 value ) {
            return vec3( fround( value.x ), fround( value.y ), fround( value.z ) );
        }

        void main() {

            vec3 evNormal = normal;
            vec3 aniNormal = 5.0 * evNormal + time;
            float f0 = weight * f( aniNormal );
            float fx = weight * f( aniNormal + vec3( .0001, 0.0, 0.0 ) );
            float fy = weight * f( aniNormal + vec3( 0.0, .0001, 0.0 ) );
            float fz = weight * f( aniNormal + vec3( 0.0, 0.0, .0001 ) );
            vec3 modifiedNormal = normalize( evNormal - vec3( (fx - f0) / .0001, (fy - f0) / .0001, (fz - f0) / .0001 ) );

            if( weight > 0.0 ) {
                ao = f0 / weight;
            } else {
                ao = 0.0;
            }
            vNormal = modifiedNormal;
            vUv = uv;
            vec3 newPosition = position + f0 * evNormal;
            vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * modifiedNormal );
            vReflect = normalize( reflect( normalize( newPosition.xyz - cameraPosition ), nWorld ) );
            gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );

        }


	
 
       
    </script>
              
            
!

CSS

              
                
              
            
!

JS

              
                $(function(){

    /*global variables*/
	var scene, camera, renderer;
	var controls, guiControls, datGUI;
	var stats;
	var SCREEN_WIDTH, SCREEN_HEIGHT;http://gravatar.com/avatar/0f9a1fb611fecc4703e64acdaf08b7f6?s=80
  var img = new Image;
    var perWeight= 10.0;
    
    //new varibles
    var torusGeo, torusMaterial, shaderMaterial, uniforms, buffGeo, torus;
    

	function init(){
		/*creates empty scene object and renderer*/
		scene = new THREE.Scene();
		camera =  new THREE.PerspectiveCamera(80, window.innerWidth/window.innerHeight, .1, 20000);
		renderer = new THREE.WebGLRenderer({antialias:true});
		
		renderer.setClearColor(0x000000);
		renderer.setSize(window.innerWidth, window.innerHeight);
		renderer.shadowMapEnabled= false;
		renderer.shadowMapSoft = false;
		
		/*controls*/
		controls = new THREE.OrbitControls( camera, renderer.domElement );
		controls.addEventListener( 'change', render );
					
		camera.position.x =35;
		camera.position.y = 108;
		camera.position.z = -114;	
		camera.lookAt(scene.position);
        

		/*datGUI controls object*/
		guiControls = new function(){
            this.SceneToConsole= function(){
                console.log(scene);
                console.log(camera.position.x + " X Position");
                console.log(camera.position.y + " Y Position");
                console.log(camera.position.z + " Z Position");
                console.log(perWeight);
            };
    	   this.perWeight = 10.0;
		}
        
        /*adds controls to scene*/
		datGUI = new dat.GUI();
        datGUI.add(guiControls,'SceneToConsole');
        datGUI.add(guiControls, "perWeight",-100.0,100.0);
        datGUI.close();
        
             
        var ambient = new THREE.HemisphereLight(0x4747B5, 0x4040ff,.125);
        scene.add(ambient);
        var spotLight = new THREE.SpotLight( 0x4040ff );
        spotLight.position.set( 100, 1000, 100 );

        spotLight.castShadow = true;

        spotLight.shadowMapWidth = 1024;
        spotLight.shadowMapHeight = 1024;

        spotLight.shadowCameraNear = 500;
        spotLight.shadowCameraFar = 4000;
        spotLight.shadowCameraFov = 30;

        scene.add( spotLight );   
           
        torusGeo = new THREE.TorusGeometry(45, 9 ,25, 25, Math.PI);
        torusMaterial = new THREE.MeshPhongMaterial();
        buffGeo = new THREE.BufferGeometry().fromGeometry(  torusGeo );
    
        img.src = "http://crossorigin.me/http://i.imgur.com/rmPw7Lr.jpg";
        // This makes it work
        img.crossOrigin = "Anonymous";
        THREE.ImageUtils.crossOrigin = '';
        //Shader Material Loader
        shaderMaterial = new THREE.ShaderMaterial( {
            
            uniforms: {
                tShine: { type: "t", value: THREE.ImageUtils.loadTexture( img.src ) },
                time:{ type: "f", value: 0},
                weight: {type: "f", value:0}
            },


            vertexShader: document.getElementById( 'vertexShader' ).textContent,
            fragmentShader: document.getElementById( 'fragmentShader' ).textContent

        } );        
        
        shaderMaterial.uniforms.tShine.wrapS = THREE.Repeat;
        shaderMaterial.uniforms.tShine.wrapT = THREE.Repeat;
        
        torus = new THREE.Mesh(torusGeo, shaderMaterial);
        torus.doubleSided = true;
        torus.position.set(0,0,-25);
        torus.rotateX( Math.PI / 2 );
        torus.rotateZ( Math.PI );
   
        scene.add(torus);
        
        var bottomClone = torus.clone();
        var bottomClone1 = torus.clone();
        var bottomClone2 = torus.clone();        
        bottomClone.position.set(0, 45, -25);
        scene.add(bottomClone);
        bottomClone1.position.set(0, 90, -25);
        scene.add(bottomClone1);     
        bottomClone2.position.set(0, -45, -25);
        scene.add(bottomClone2);        
        
        //loads our scene
        var loader = new THREE.ObjectLoader();
        loader.load("https://cdn.rawgit.com/wpdildine/wpdildine.github.com/master/models/containment.json",function ( obj ) {
            obj.scale.set(15,15,15);
            obj.traverse(function(child){
                if (child instanceof THREE.Mesh){
                    child.castShadow = true;
                    child.receiveShadow= true;
                }
                    
            });
            scene.add( obj );
        }); 

        //appends scene to the dom
		$("#webGL-container").append(renderer.domElement);
		/*stats*/
		stats = new Stats();		
		stats.domElement.style.position = 'absolute';
		stats.domElement.style.left = '0px';
		stats.domElement.style.top = '0px';		
		$("#webGL-container").append( stats.domElement );
        
	}
        
    var start = Date.now();
    //renders the scene
	function render() {	
        
        shaderMaterial.uniforms[ 'time' ].value = .0051 * ( Date.now() - start );
        shaderMaterial.uniforms[ 'weight' ].value = perWeight * ( .5 + .5 * Math.sin( .0005 * ( Date.now() - start ) ) );


        renderer.render(scene,camera);    

	}
	
	function animate(){

		requestAnimationFrame(animate);
		render();
		stats.update();	      

        
	}
    
    init();
    animate();
    
    $(window).resize(function(){
        SCREEN_WIDTH = window.innerWidth;
        SCREEN_HEIGHT = window.innerHeight;
        camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
        camera.updateProjectionMatrix();
        renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
    });
    
});	




              
            
!
999px

Console