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https://github.com/wahyd4/three.js.git
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Added HDR texture example.
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<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js - HDR texture - webgl</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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color: #000;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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background-color: #fff;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color:#000;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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#oldie {
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font-family:monospace;
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font-size:13px;
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text-align:center;
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background:#eee;
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color:#000;
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padding:1em;
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width:475px;
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margin:5em auto 0;
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display:none;
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}
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a { color: red; }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl HDR texture example -
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based on <a href="http://spidergl.org/example.php?id=13" target="_blank">SpiderGL</a>
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</div>
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<center>
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<div id="oldie">
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Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
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and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
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<br/>
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Please try in
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<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
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<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
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<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
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</div>
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</center>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript" src="../build/ThreeExtras.js"></script>
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<!-- HDR fragment shader -->
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<script id="fs-hdr" type="x-shader/x-fragment">
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uniform sampler2D tDiffuse;
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uniform float exposure;
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varying vec2 vUv;
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vec3 decode_pnghdr( const in vec4 color ) {
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// remove gamma correction
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vec4 res = color * color;
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// decoded RI
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float ri = pow( 2.0, res.w * 32.0 - 16.0 );
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// decoded HDR pixel
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res.xyz = res.xyz * ri;
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return res.xyz;
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}
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void main(void)
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{
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vec4 color = texture2D( tDiffuse, vUv );
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color.xyz = decode_pnghdr( color );
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// apply gamma correction and exposure
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gl_FragData[0] = vec4( pow( exposure * color.xyz, vec3( 0.474 ) ), 1.0 );
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}
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</script>
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<!-- HDR vertex shader -->
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<script id="vs-hdr" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main(void)
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{
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<script type="text/javascript">
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if ( !is_browser_compatible() ) {
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document.getElementById( "oldie" ).style.display = "block";
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}
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var container, stats;
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var camera, scene, renderer, mesh, directionalLight;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var materialHDR, quad;
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init();
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setInterval( loop, 1000 / 60 );
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 900;
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scene = new THREE.Scene();
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directionalLight = new THREE.DirectionalLight( 0xffffff );
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directionalLight.position.x = 0;
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directionalLight.position.y = 0;
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directionalLight.position.z = 1;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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var texture = ImageUtils.loadTexture( "textures/memorial.png" );
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texture.min_filter = THREE.LinearFilter;
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texture.mag_filter = THREE.NearestFilter;
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materialHDR = new THREE.MeshShaderMaterial( {
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uniforms: { tDiffuse: { type: "t", value: 0, texture: texture },
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exposure: { type: "f", value: 0.125 }
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},
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vertex_shader: getText( 'vs-hdr' ),
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fragment_shader: getText( 'fs-hdr' )
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} );
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var plane = new Plane( 512, 768 );
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quad = new THREE.Mesh( plane, materialHDR );
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quad.position.z = -100;
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scene.addObject( quad );
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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}
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function getText( id ) {
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return document.getElementById( id ).textContent;
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}
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var delta, current, old = 0, sign = 1, rate = 1;
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function loop() {
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if ( ! old ) old = new Date().getTime();
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current = new Date().getTime();
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delta = (current - old ) * 0.005;
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old = current;
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if ( materialHDR.uniforms.exposure.value > 0 || materialHDR.uniforms.exposure.value < 1 ) {
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rate = 0.25;
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} else {
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rate = 1;
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}
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if ( materialHDR.uniforms.exposure.value > 5 || materialHDR.uniforms.exposure.value <= 0 ) {
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sign *= -1;
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}
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materialHDR.uniforms.exposure.value += sign * rate * delta;
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// Render final scene to the screen with film shader
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renderer.render( scene, camera );
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stats.update();
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}
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function is_browser_compatible() {
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// WebGL support
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try { var test = new Float32Array(1); } catch(e) { return false; }
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// Web workers
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return !!window.Worker;
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}
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</script>
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</body>
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</html>
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