//https://github.com/mrdoob/three.js/blob/master/examples/webgl_geometry_colors.html
AB.loadCSS ( '/uploads/threeport/main.css' );                             
// use JS to make HTML elements too:
	    AB.newDiv ( "container" );                                 
// template is blank 
// define your own Three.js World here 
import * as THREE from  '/api/threemodule/libs/three.module.js';       
	        import Stats from       '/uploads/threeport/stats.module.js';
			let container, stats;
			let camera, scene, renderer;
			let mouseX = 0, mouseY = 0;
			let windowHalfX = window.innerWidth / 2;
			let windowHalfY = window.innerHeight / 2;
			init();
			animate();
			function init() {
				container = document.getElementById( 'container' );
				camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 1800;
				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xffffff );
				const light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 0, 0, 1 );
				scene.add( light );
				// shadow
				const canvas = document.createElement( 'canvas' );
				canvas.width = 128;
				canvas.height = 128;
				const context = canvas.getContext( '2d' );
				const gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
				gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
				gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
				context.fillStyle = gradient;
				context.fillRect( 0, 0, canvas.width, canvas.height );
				const shadowTexture = new THREE.CanvasTexture( canvas );
				const shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
				const shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
				let shadowMesh;
				shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
				shadowMesh.position.y = - 250;
				shadowMesh.rotation.x = - Math.PI / 2;
				scene.add( shadowMesh );
				shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
				shadowMesh.position.y = - 250;
				shadowMesh.position.x = - 400;
				shadowMesh.rotation.x = - Math.PI / 2;
				scene.add( shadowMesh );
				shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
				shadowMesh.position.y = - 250;
				shadowMesh.position.x = 400;
				shadowMesh.rotation.x = - Math.PI / 2;
				scene.add( shadowMesh );
				const radius = 200;
				const geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
				const count = geometry1.attributes.position.count;
				geometry1.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
				const geometry2 = geometry1.clone();
				const geometry3 = geometry1.clone();
				const color = new THREE.Color();
				const positions1 = geometry1.attributes.position;
				const positions2 = geometry2.attributes.position;
				const positions3 = geometry3.attributes.position;
				const colors1 = geometry1.attributes.color;
				const colors2 = geometry2.attributes.color;
				const colors3 = geometry3.attributes.color;
				for ( let i = 0; i < count; i ++ ) {
					color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
					colors1.setXYZ( i, color.r, color.g, color.b );
					color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
					colors2.setXYZ( i, color.r, color.g, color.b );
					color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0 );
					colors3.setXYZ( i, color.r, color.g, color.b );
				}
				const material = new THREE.MeshPhongMaterial( {
					color: 0xffffff,
					flatShading: true,
					vertexColors: true,
					shininess: 0
				} );
				const wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
				let mesh = new THREE.Mesh( geometry1, material );
				let wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
				mesh.add( wireframe );
				mesh.position.x = - 400;
				mesh.rotation.x = - 1.87;
				scene.add( mesh );
				mesh = new THREE.Mesh( geometry2, material );
				wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
				mesh.add( wireframe );
				mesh.position.x = 400;
				scene.add( mesh );
				mesh = new THREE.Mesh( geometry3, material );
				wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
				mesh.add( wireframe );
				scene.add( mesh );
				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );
				stats = new Stats();
				container.appendChild( stats.dom );
				document.addEventListener( 'mousemove', onDocumentMouseMove );
				//
				window.addEventListener( 'resize', onWindowResize );
			}
			function onWindowResize() {
				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
			}
			function onDocumentMouseMove( event ) {
				mouseX = ( event.clientX - windowHalfX );
				mouseY = ( event.clientY - windowHalfY );
			}
			//
			function animate() {
				requestAnimationFrame( animate );
				render();
				stats.update();
			}
			function render() {
				camera.position.x += ( mouseX - camera.position.x ) * 0.05;
				camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
				camera.lookAt( scene.position );
				renderer.render( scene, camera );
			}