mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
337 lines
10 KiB
HTML
337 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 - materials - shaders [lava]</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: #ffffff;
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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: #000000;
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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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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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a {
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color: #ffffff;
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}
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#oldie a { color:#da0 }
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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"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank">TheGameMaker</a></div>
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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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<script id="fragmentShader" type="x-shader/x-fragment">
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uniform float time;
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uniform vec2 resolution;
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uniform float fogDensity;
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uniform vec3 fogColor;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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varying vec2 vUv;
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void main( void ) {
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vec2 position = -1.0 + 2.0 * vUv;
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vec4 noise = texture2D( texture1, vUv );
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vec2 T1 = vUv + vec2( 1.5, -1.5 ) * time *0.02;
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vec2 T2 = vUv + vec2( -0.5, 2.0 ) * time * 0.01;
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T1.x += noise.x * 2.0;
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T1.y += noise.y * 2.0;
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T2.x -= noise.y * 0.2;
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T2.y += noise.z * 0.2;
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float p = texture2D( texture1, T1 * 2.0 ).a;
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vec4 color = texture2D( texture2, T2 * 2.0 );
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vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
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if( temp.r > 1.0 ){ temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
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if( temp.g > 1.0 ){ temp.rb += temp.g - 1.0; }
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if( temp.b > 1.0 ){ temp.rg += temp.b - 1.0; }
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gl_FragColor = temp;
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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const float LOG2 = 1.442695;
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float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
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fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
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gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
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}
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</script>
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<script id="vertexShader" type="x-shader/x-vertex">
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uniform vec2 uvScale;
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varying vec2 vUv;
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void main()
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{
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vUv = uvScale * uv;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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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 start_time;
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var camera, scene, renderer;
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var uniforms, material, mesh;
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var mouseX = 0, mouseY = 0,
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lat = 0, lon = 0, phy = 0, theta = 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.getElementById( 'container' );
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camera = new THREE.Camera( 35, windowHalfX / windowHalfY, 1, 3000 );
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camera.position.z = 4;
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scene = new THREE.Scene();
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start_time = new Date().getTime();
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uniforms = {
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fogDensity: { type: "f", value: 0.45 },
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fogColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
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time: { type: "f", value: 1.0 },
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resolution: { type: "v2", value: new THREE.Vector2() },
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uvScale: { type: "v2", value: new THREE.Vector2( 3.0, 1.0 ) },
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texture1: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/lava/cloud.png" ) },
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texture2: { type: "t", value: 1, texture: THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" ) }
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};
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uniforms.texture1.texture.wrapS = uniforms.texture1.texture.wrapT = THREE.Repeat;
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uniforms.texture2.texture.wrapS = uniforms.texture2.texture.wrapT = THREE.Repeat;
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var size = 0.65;
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material = new THREE.MeshShaderMaterial( {
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uniforms: uniforms,
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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} );
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mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), [ material /*, new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 2 } ) */ ] );
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mesh.position.x = 0;
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mesh.position.y = 0;
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mesh.rotation.x = 0.3;
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scene.addObject( mesh );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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container.appendChild( renderer.domElement );
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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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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize( event ) {
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uniforms.resolution.value.x = window.innerWidth;
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uniforms.resolution.value.y = window.innerHeight;
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renderer.setSize( window.innerWidth, window.innerHeight );
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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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.OrthoCamera( 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, format: THREE.RGBFormat };
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postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
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postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
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postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
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var screen_shader = THREE.ShaderUtils.lib["screen"];
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var screen_uniforms = THREE.UniformsUtils.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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transparent: true
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} );
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var convolution_shader = THREE.ShaderUtils.lib["convolution"];
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var convolution_uniforms = THREE.UniformsUtils.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 = THREE.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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var film_shader = THREE.ShaderUtils.lib["film"];
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var film_uniforms = THREE.UniformsUtils.clone( film_shader.uniforms );
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film_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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postprocessing.materialFilm = new THREE.MeshShaderMaterial( { uniforms: film_uniforms, vertexShader: film_shader.vertexShader, fragmentShader: film_shader.fragmentShader } );
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postprocessing.materialFilm.uniforms.grayscale.value = 0;
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postprocessing.materialFilm.uniforms.nIntensity.value = 0.35;
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postprocessing.materialFilm.uniforms.sIntensity.value = 0.95;
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postprocessing.materialFilm.uniforms.sCount.value = 2048;
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postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( 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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uniforms.time.value += 0.02;
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mesh.rotation.y += 0.00125;
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mesh.rotation.x += 0.005;
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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[ 0 ] = 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[ 0 ] = postprocessing.materialScreen;
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postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
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postprocessing.materialScreen.uniforms.opacity.value = 1.25;
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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.materialFilm.uniforms.time.value += 0.01;
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postprocessing.quad.materials[ 0 ] = postprocessing.materialFilm;
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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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