mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-21 02:45:59 +10:00
Updated render-to-texture example so that it's easier to check texture orientation.
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@@ -43,7 +43,8 @@
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void main()
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{
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vUv = uv;
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gl_Position = vec4( position, 1.0 );
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//gl_Position = vec4( position, 1.0 );
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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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@@ -59,7 +60,7 @@
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float g = vUv.y;
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if( vUv.x < 0.5 ) g = 0.0;
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gl_FragColor = vec4( r, g, 0.25, 1.0 );
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gl_FragColor = vec4( r, g, time, 1.0 );
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}
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</script>
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@@ -84,6 +85,7 @@
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container = document.getElementById( 'container' );
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cameraRTT = new THREE.Camera();
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cameraRTT.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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cameraRTT.position.z = 100;
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camera = new THREE.Camera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
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@@ -117,7 +119,8 @@
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} );
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quad = new THREE.Mesh( new Plane( 2, 2 ), material );
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quad = new THREE.Mesh( new Plane( 2000, 1000 ), material );
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quad.position.z = -1000;
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sceneRTT.addObject( quad );
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var n = 5,
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@@ -131,6 +134,8 @@
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mesh = new THREE.Mesh( geometry, material2 );
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mesh.position.x = ( i - (n-1)/2 ) * 20;
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mesh.position.y = ( j - (n-1)/2 ) * 20;
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mesh.position.z = 0;
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mesh.rotation.y = 1.57;
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scene.addObject( mesh );
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}
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@@ -138,6 +143,7 @@
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.autoClear = false;
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container.appendChild( renderer.domElement );
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stats = new Stats();
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@@ -172,13 +178,17 @@
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}
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material.uniforms.time.value += delta;
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renderer.clear();
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renderer.render( sceneRTT, cameraRTT, rtTexture );
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//renderer.render( sceneRTT, cameraRTT );
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renderer.context.depthMask(0);
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renderer.render( sceneRTT, cameraRTT );
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renderer.context.depthMask(1);
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// Render to screen
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renderer.render( scene, camera );
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stats.update();
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