Code Duplication    Length = 1-1 lines in 2 locations

public/demo/intro/codef_3d.js 2 locations

@@ 914-914 (lines=1) @@
911
g);b.uniformMatrix4fv(u.projectionMatrix,false,e._projectionMatrixArray);b.activeTexture(b.TEXTURE0);b.uniform1i(u.map,0);for(var w,H=[],r=0;r<n;r++){w=d[r];if(w.visible&&w.opacity!==0)if(w.useScreenCoordinates)w.z=-w.position.z;else{w._modelViewMatrix.multiply(e.matrixWorldInverse,w.matrixWorld);w.z=-w._modelViewMatrix.elements[14]}}d.sort(a);for(r=0;r<n;r++){w=d[r];if(w.visible&&w.opacity!==0&&w.map&&w.map.image&&w.map.image.width){if(w.useScreenCoordinates){b.uniform1i(u.useScreenCoordinates,1);
912
b.uniform3f(u.screenPosition,(w.position.x-o)/o,(y-w.position.y)/y,Math.max(0,Math.min(1,w.position.z)))}else{b.uniform1i(u.useScreenCoordinates,0);b.uniform1i(u.affectedByDistance,w.affectedByDistance?1:0);b.uniformMatrix4fv(u.modelViewMatrix,false,w._modelViewMatrix.elements)}e=w.map.image.width/(w.scaleByViewport?q:1);H[0]=e*t*w.scale.x;H[1]=e*w.scale.y;b.uniform2f(u.uvScale,w.uvScale.x,w.uvScale.y);b.uniform2f(u.uvOffset,w.uvOffset.x,w.uvOffset.y);b.uniform2f(u.alignment,w.alignment.x,w.alignment.y);
913
b.uniform1f(u.opacity,w.opacity);b.uniform3f(u.color,w.color.r,w.color.g,w.color.b);b.uniform1f(u.rotation,w.rotation);b.uniform2fv(u.scale,H);if(w.mergeWith3D&&!s){b.enable(b.DEPTH_TEST);s=true}else if(!w.mergeWith3D&&s){b.disable(b.DEPTH_TEST);s=false}c.setBlending(w.blending,w.blendEquation,w.blendSrc,w.blendDst);c.setTexture(w.map,0);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}};
914
THREE.DepthPassPlugin=function(){this.enabled=false;this.renderTarget=null;var a,b,c,d,e=new THREE.Frustum,f=new THREE.Matrix4;this.init=function(e){a=e.context;b=e;var e=THREE.ShaderLib.depthRGBA,f=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f,morphTargets:true});c._shadowPass=true;d._shadowPass=true};this.render=
915
function(a,b){this.enabled&&this.update(a,b)};this.update=function(g,h){var j,l,k,p,m,o;a.clearColor(1,1,1,1);a.disable(a.BLEND);b.setDepthTest(true);b.autoUpdateScene&&g.updateMatrixWorld();if(!h._viewMatrixArray)h._viewMatrixArray=new Float32Array(16);if(!h._projectionMatrixArray)h._projectionMatrixArray=new Float32Array(16);h.matrixWorldInverse.getInverse(h.matrixWorld);h.matrixWorldInverse.flattenToArray(h._viewMatrixArray);h.projectionMatrix.flattenToArray(h._projectionMatrixArray);f.multiply(h.projectionMatrix,
916
h.matrixWorldInverse);e.setFromMatrix(f);b.setRenderTarget(this.renderTarget);b.clear();o=g.__webglObjects;j=0;for(l=o.length;j<l;j++){k=o[j];m=k.object;k.render=false;if(m.visible&&(!(m instanceof THREE.Mesh)||!m.frustumCulled||e.contains(m))){m._modelViewMatrix.multiply(h.matrixWorldInverse,m.matrixWorld);k.render=true}}j=0;for(l=o.length;j<l;j++){k=o[j];if(k.render){m=k.object;k=k.buffer;b.setObjectFaces(m);p=m.customDepthMaterial?m.customDepthMaterial:m.geometry.morphTargets.length?d:c;k instanceof
917
THREE.BufferGeometry?b.renderBufferDirect(h,g.__lights,null,p,k,m):b.renderBuffer(h,g.__lights,null,p,k,m)}}o=g.__webglObjectsImmediate;j=0;for(l=o.length;j<l;j++){k=o[j];m=k.object;if(m.visible&&m.castShadow){m._modelViewMatrix.multiply(h.matrixWorldInverse,m.matrixWorld);b.renderImmediateObject(h,g.__lights,null,c,m)}}j=b.getClearColor();l=b.getClearAlpha();a.clearColor(j.r,j.g,j.b,l);a.enable(a.BLEND)}};
@@ 896-896 (lines=1) @@
893
A.y<u){b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_2D,h);b.copyTexImage2D(b.TEXTURE_2D,0,b.RGB,A.x-8,A.y-8,16,16,0);b.uniform1i(J.renderType,0);b.uniform2f(J.scale,z.x,z.y);b.uniform3f(J.screenPosition,v.x,v.y,v.z);b.disable(b.BLEND);b.enable(b.DEPTH_TEST);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,j);b.copyTexImage2D(b.TEXTURE_2D,0,b.RGBA,A.x-8,A.y-8,16,16,0);b.uniform1i(J.renderType,1);b.disable(b.DEPTH_TEST);b.activeTexture(b.TEXTURE1);
894
b.bindTexture(b.TEXTURE_2D,h);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);D.positionScreen.copy(v);D.customUpdateCallback?D.customUpdateCallback(D):D.updateLensFlares();b.uniform1i(J.renderType,2);b.enable(b.BLEND);R=0;for(P=D.lensFlares.length;R<P;R++){M=D.lensFlares[R];if(M.opacity>0.001&&M.scale>0.001){v.x=M.x;v.y=M.y;v.z=M.z;E=M.size*M.scale/u;z.x=E*s;z.y=E;b.uniform3f(J.screenPosition,v.x,v.y,v.z);b.uniform2f(J.scale,z.x,z.y);b.uniform1f(J.rotation,M.rotation);b.uniform1f(J.opacity,M.opacity);
895
b.uniform3f(J.color,M.color.r,M.color.g,M.color.b);c.setBlending(M.blending,M.blendEquation,M.blendSrc,M.blendDst);c.setTexture(M.texture,1);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}};
896
THREE.ShadowMapPlugin=function(){var a,b,c,d,e=new THREE.Frustum,f=new THREE.Matrix4,g=new THREE.Vector3,h=new THREE.Vector3;this.init=function(e){a=e.context;b=e;var e=THREE.ShaderLib.depthRGBA,f=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f,morphTargets:true});c._shadowPass=true;d._shadowPass=true};this.render=
897
function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(j,l){var k,p,m,o,q,n,r,u,t,y=[];o=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);a.enable(a.CULL_FACE);b.shadowMapCullFrontFaces?a.cullFace(a.FRONT):a.cullFace(a.BACK);b.setDepthTest(true);k=0;for(p=j.__lights.length;k<p;k++){m=j.__lights[k];if(m.castShadow)if(m instanceof THREE.DirectionalLight&&m.shadowCascade)for(q=0;q<m.shadowCascadeCount;q++){var s;if(m.shadowCascadeArray[q])s=m.shadowCascadeArray[q];
898
else{t=m;r=q;s=new THREE.DirectionalLight;s.isVirtual=true;s.onlyShadow=true;s.castShadow=true;s.shadowCameraNear=t.shadowCameraNear;s.shadowCameraFar=t.shadowCameraFar;s.shadowCameraLeft=t.shadowCameraLeft;s.shadowCameraRight=t.shadowCameraRight;s.shadowCameraBottom=t.shadowCameraBottom;s.shadowCameraTop=t.shadowCameraTop;s.shadowCameraVisible=t.shadowCameraVisible;s.shadowDarkness=t.shadowDarkness;s.shadowBias=t.shadowCascadeBias[r];s.shadowMapWidth=t.shadowCascadeWidth[r];s.shadowMapHeight=t.shadowCascadeHeight[r];
899
s.pointsWorld=[];s.pointsFrustum=[];u=s.pointsWorld;n=s.pointsFrustum;for(var w=0;w<8;w++){u[w]=new THREE.Vector3;n[w]=new THREE.Vector3}u=t.shadowCascadeNearZ[r];t=t.shadowCascadeFarZ[r];n[0].set(-1,-1,u);n[1].set(1,-1,u);n[2].set(-1,1,u);n[3].set(1,1,u);n[4].set(-1,-1,t);n[5].set(1,-1,t);n[6].set(-1,1,t);n[7].set(1,1,t);s.originalCamera=l;n=new THREE.Gyroscope;n.position=m.shadowCascadeOffset;n.add(s);n.add(s.target);l.add(n);m.shadowCascadeArray[q]=s;console.log("Created virtualLight",s)}r=m;u=