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three.js/examples/webgl_hdr.html
T
Mr.doob 4912f59cc6 Compiled new build.
Renamed examples.
2011-02-20 04:11:47 +00:00

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5.5 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - materials - HDR texture - webgl</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: red; }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl HDR texture example -
based on <a href="http://spidergl.org/example.php?id=13" target="_blank">SpiderGL</a>
</div>
<script type="text/javascript" src="../build/ThreeExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<!-- HDR fragment shader -->
<script id="fs-hdr" type="x-shader/x-fragment">
uniform sampler2D tDiffuse;
uniform float exposure;
uniform float brightMax;
varying vec2 vUv;
vec3 decode_pnghdr( const in vec4 color ) {
// remove gamma correction
vec4 res = color * color;
// decoded RI
float ri = pow( 2.0, res.w * 32.0 - 16.0 );
// decoded HDR pixel
res.xyz = res.xyz * ri;
return res.xyz;
}
void main(void)
{
vec4 color = texture2D( tDiffuse, vUv );
color.xyz = decode_pnghdr( color );
// apply gamma correction and exposure
//gl_FragColor = vec4( pow( exposure * color.xyz, vec3( 0.474 ) ), 1.0 );
// Perform tone-mapping
float Y = dot(vec4(0.30, 0.59, 0.11, 0.0), color);
float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
color *= YD;
gl_FragColor = vec4( color.xyz, 1.0 );
}
</script>
<!-- HDR vertex shader -->
<script id="vs-hdr" type="x-shader/x-vertex">
varying vec2 vUv;
void main(void)
{
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="text/javascript">
if ( ! THREE.Detector.webgl ) THREE.Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, mesh, directionalLight;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var materialHDR, quad;
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 900;
scene = new THREE.Scene();
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = 0;
directionalLight.position.y = 0;
directionalLight.position.z = 1;
directionalLight.position.normalize();
scene.addLight( directionalLight );
var texture = ImageUtils.loadTexture( "textures/memorial.png" );
texture.min_filter = THREE.LinearFilter;
texture.mag_filter = THREE.NearestFilter;
materialHDR = new THREE.MeshShaderMaterial( {
uniforms: { tDiffuse: { type: "t", value: 0, texture: texture },
exposure: { type: "f", value: 0.125 },
brightMax: { type: "f", value: 0.5 }
},
vertex_shader: getText( 'vs-hdr' ),
fragment_shader: getText( 'fs-hdr' )
} );
var plane = new Plane( 512, 768 );
quad = new THREE.Mesh( plane, materialHDR );
quad.position.z = -100;
scene.addObject( quad );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
function getText( id ) {
return document.getElementById( id ).textContent;
}
var delta, current, old = 0, sign = 1, rate = 1;
function loop() {
if ( ! old ) old = new Date().getTime();
current = new Date().getTime();
delta = (current - old ) * 0.005;
old = current;
if ( materialHDR.uniforms.exposure.value > 0 || materialHDR.uniforms.exposure.value < 1 ) {
rate = 0.25;
} else {
rate = 1;
}
if ( materialHDR.uniforms.exposure.value > 5 || materialHDR.uniforms.exposure.value <= 0 ) {
sign *= -1;
}
materialHDR.uniforms.exposure.value += sign * rate * delta;
// Render final scene to the screen with film shader
renderer.render( scene, camera );
stats.update();
}
function is_browser_compatible() {
// WebGL support
try { var test = new Float32Array(1); } catch(e) { return false; }
// Web workers
return !!window.Worker;
}
</script>
</body>
</html>