Code viewer for World: Memory test 2
//https://github.com/mrdoob/three.js/blob/master/examples/webgl_test_memory2.html
// template is blank 
// define your own Three.js World here 

AB.loadCSS ( '/uploads/threeport/main.css' );                             


// use JS to make HTML elements too:

	    AB.newDiv ( "container" );                                 


// edit paths to JS 
// API docs tell you path of library 

		import * as THREE from  '/api/threemodule/libs/three.module.js'; 

const N = 100;

			let container;

			let camera, scene, renderer;

			let geometry;

			const meshes = [];

			let fragmentShader, vertexShader;

			init();
			setInterval( render, 1000 / 60 );

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				vertexShader = document.getElementById( "vertexShader" ).textContent;
				fragmentShader = document.getElementById( "fragmentShader" ).textContent;

				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 2000;

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xffffff );

				geometry = new THREE.SphereGeometry( 15, 64, 32 );

				for ( let i = 0; i < N; i ++ ) {

					const material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );

					const mesh = new THREE.Mesh( geometry, material );

					mesh.position.x = ( 0.5 - Math.random() ) * 1000;
					mesh.position.y = ( 0.5 - Math.random() ) * 1000;
					mesh.position.z = ( 0.5 - Math.random() ) * 1000;

					scene.add( mesh );

					meshes.push( mesh );

				}

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

			}

			//

			function generateFragmentShader() {

				return fragmentShader.replace( "XXX", Math.random() + "," + Math.random() + "," + Math.random() );

			}

			function render() {

				for ( let i = 0; i < N; i ++ ) {

					const mesh = meshes[ i ];
					mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } );

				}

				renderer.render( scene, camera );

				console.log( "before", renderer.info.programs.length );

				for ( let i = 0; i < N; i ++ ) {

					const mesh = meshes[ i ];
					mesh.material.dispose();

				}

				console.log( "after", renderer.info.programs.length );

			}