mirror of
https://github.com/wahyd4/three.js.git
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It doesn't have effect there anyway as scene is rendered to FBO without multisampling. Turning antialiasing off here didn't have much effect on performance though (unlike for particles).
369 lines
10 KiB
HTML
369 lines
10 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - ribbons</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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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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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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text-align:center;
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}
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a {
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color:#0078ff;
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}
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#info {
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color:#fff;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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z-index:100;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/Detector.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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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 ribbons example
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</div>
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<script type="text/javascript">
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer, ribbon, geometry, geometry2, materials = [], ribbons = [],
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parameters, i, i2, h, color, x, y, z, z2, s, n, n2, nribbons, grid;
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var mouseX = 0, mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var postprocessing = { enabled : true };
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.z = 1200;
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scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0x000000, 0.0016 );
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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renderer.setClearColor( scene.fog.color, 1 );
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geometry = new THREE.Geometry();
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geometry2 = new THREE.Geometry();
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n = 1000;
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n2 = 2 * n;
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for ( i = -n; i < n; i++ ) {
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i2 = i + n;
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x = i * 1.175;
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y = ( i2 % 2 ) * 5;
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if ( i2 % 2 ) {
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z = 10 * Math.sin( i2 * 0.3 ) * Math.cos( i2 * 0.1 );
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}
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vector = new THREE.Vector3( x, y, z );
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geometry.vertices.push( new THREE.Vertex( vector ) );
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vector = new THREE.Vector3( x, y, z );
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geometry2.vertices.push( new THREE.Vertex( vector ) );
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h = i2%2 ? 1 : 0.15;
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if( i2%4 <= 2 ) h -= 0.15;
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color = new THREE.Color( 0xffffff );
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color.setHSV( 0.1 , 0, h );
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geometry.colors.push( color );
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geometry2.colors.push( color );
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}
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var tmpRot = new THREE.Matrix4();
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tmpRot.setRotationAxis( new THREE.Vector3( 1, 0, 0 ), 1.57 );
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var material_base = new THREE.MeshBasicMaterial( { color:0xffffff, vertexColors:true } );
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renderer.initMaterial( material_base, scene.lights, scene.fog );
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xgrid = 34;
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ygrid = 15;
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nribbons = xgrid * ygrid;
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c = 0;
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for ( i = 0; i < xgrid; i++ )
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for ( j = 0; j < ygrid; j++ ) {
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materials[c] = new THREE.MeshBasicMaterial( { color:0xffffff, vertexColors:true } );
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materials[c].program = material_base.program;
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ribbon = new THREE.Ribbon( i % 2 ? geometry : geometry2, materials[c] );
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ribbon.rotation.x = 0;
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ribbon.rotation.y = 1.57;
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ribbon.rotation.z = 3.14;
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x = 40 * ( i - xgrid/2 );
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y = 40 * ( j - ygrid/2 );
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z = 0;
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ribbon.position.set( x, y, z );
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materials[c].color.setHSV( i/xgrid, 0.3 + 0.7*j/ygrid, 1 );
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ribbon.doubleSided = true;
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ribbon.matrixAutoUpdate = false;
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// manually create local matrix
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ribbon.matrix.setPosition( ribbon.position );
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ribbon.matrixRotationWorld.setRotationFromEuler( ribbon.rotation );
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ribbon.matrix.n11 = ribbon.matrixRotationWorld.n11;
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ribbon.matrix.n12 = ribbon.matrixRotationWorld.n12;
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ribbon.matrix.n13 = ribbon.matrixRotationWorld.n13;
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ribbon.matrix.n21 = ribbon.matrixRotationWorld.n21;
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ribbon.matrix.n22 = ribbon.matrixRotationWorld.n22;
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ribbon.matrix.n23 = ribbon.matrixRotationWorld.n23;
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ribbon.matrix.n31 = ribbon.matrixRotationWorld.n31;
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ribbon.matrix.n32 = ribbon.matrixRotationWorld.n32;
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ribbon.matrix.n33 = ribbon.matrixRotationWorld.n33;
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ribbon.matrix.multiplySelf( tmpRot );
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ribbon.matrix.scale( ribbon.scale );
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ribbon.boundRadiusScale = Math.max( ribbon.scale.x, Math.max( ribbon.scale.y, ribbon.scale.z ) );
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ribbons.push( ribbon );
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scene.addObject( ribbon );
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c++;
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}
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scene.matrixAutoUpdate = false;
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initPostprocessing();
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renderer.autoClear = false;
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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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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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}
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function onDocumentMouseMove( event ) {
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mouseX = event.clientX - windowHalfX;
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mouseY = event.clientY - windowHalfY;
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}
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function onDocumentTouchStart( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouseX = event.touches[ 0 ].pageX - windowHalfX;
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mouseY = event.touches[ 0 ].pageY - windowHalfY;
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}
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}
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function onDocumentTouchMove( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouseX = event.touches[ 0 ].pageX - windowHalfX;
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mouseY = event.touches[ 0 ].pageY - windowHalfY;
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}
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}
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function initPostprocessing() {
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postprocessing.scene = new THREE.Scene();
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postprocessing.camera = new THREE.Camera();
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postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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postprocessing.camera.position.z = 100;
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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
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postprocessing.rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
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postprocessing.rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
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postprocessing.rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
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var screen_shader = ShaderUtils.lib["screen"];
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var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
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screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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screen_uniforms["opacity"].value = 1.0;
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postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
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uniforms: screen_uniforms,
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vertexShader: screen_shader.vertexShader,
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fragmentShader: screen_shader.fragmentShader,
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blending: THREE.AdditiveBlending
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} );
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var convolution_shader = ShaderUtils.lib["convolution"];
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var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
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postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
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postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
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convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
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convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
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postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
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uniforms: convolution_uniforms,
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vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
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fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
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} );
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postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
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postprocessing.quad.position.z = -500;
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postprocessing.scene.addObject( postprocessing.quad );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var time = new Date().getTime() * 0.00005;
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camera.position.x += ( mouseX - camera.position.x ) * 0.036;
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camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
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for ( i = -n; i < n; i++ ) {
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i2 = i + n;
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z = 10 * Math.sin( i2 * 0.1 + time*30 );
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z2 = 20 * Math.cos( Math.sin( i2 * 0.1 + time * 20 ) );
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geometry.vertices[i2].position.z = z;
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geometry2.vertices[i2].position.z = z2;
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}
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geometry.__dirtyVertices = true;
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geometry2.__dirtyVertices = true;
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for( i = 0; i < nribbons; i++ ) {
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h = ( 360 * ( i/nribbons + time ) % 360 ) / 360;
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materials[i].color.setHSV( h, 0.5+0.5*(i%20/20), 1 );
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}
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if ( postprocessing.enabled ) {
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renderer.clear();
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// Render scene into texture
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renderer.render( scene, camera, postprocessing.rtTexture1, true );
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// Render quad with blured scene into texture (convolution pass 1)
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postprocessing.quad.materials = [ postprocessing.materialConvolution ];
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postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
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postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
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renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2, true );
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// Render quad with blured scene into texture (convolution pass 2)
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postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
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postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
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renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3, true );
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// Render original scene with superimposed blur to texture
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postprocessing.quad.materials = [ postprocessing.materialScreen ];
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postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
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postprocessing.materialScreen.uniforms.opacity.value = 1.2;
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renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
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// Render to screen
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postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
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renderer.render( postprocessing.scene, postprocessing.camera );
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} else {
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renderer.clear();
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renderer.render( scene, camera );
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}
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}
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</script>
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</body>
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</html>
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