mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 21:15:56 +10:00
Plus some more Loader changes: - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON) - added handling of wrap / offset / repeat parameters for all textures Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values. Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
317 lines
9.2 KiB
HTML
317 lines
9.2 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing</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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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 postprocessing example -
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<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
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</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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<!-- Time modulated procedural color fragment shader -->
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<script id="fs-colors" type="x-shader/x-fragment">
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varying vec2 vUv;
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uniform float time;
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void main(void) {
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gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
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}
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</script>
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<!-- Generic vertex shader -->
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<script id="vs-generic" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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vUv = vec2( uv.x, 1.0 - uv.y );
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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 ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, 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 rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
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var delta = 0.01;
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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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cameraOrtho = new THREE.Camera();
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cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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cameraOrtho.position.z = 100;
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cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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cameraPerspective.position.z = 900;
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sceneModel = new THREE.Scene();
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sceneScreen = new THREE.Scene();
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sceneBG = 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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sceneModel.addLight( directionalLight );
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var pars1 = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat },
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pars2 = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars1 );
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rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, pars2 );
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rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, pars2 );
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materialColor = new THREE.MeshShaderMaterial( {
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uniforms: { time: { type: "f", value: 0.0 } },
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vertexShader: getText( 'vs-generic' ),
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fragmentShader: getText( 'fs-colors' ),
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depthTest: false
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} );
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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 = rtTexture1;
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screen_uniforms["opacity"].value = 0.4;
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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 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 = rtTexture1;
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film_uniforms["nIntensity"].value = 0.25;
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film_uniforms["sIntensity"].value = 0.5;
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materialFilm = new THREE.MeshShaderMaterial( {
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uniforms: film_uniforms,
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vertexShader: film_shader.vertexShader,
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fragmentShader: film_shader.fragmentShader
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} );
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var increment = 0.001953125;
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blurx = new THREE.Vector2( increment, 0.0 ),
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blury = new THREE.Vector2( 0.0, increment );
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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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convolution_uniforms["tDiffuse"].texture = rtTexture1;
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convolution_uniforms["uImageIncrement"].value = blurx;
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convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
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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 plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
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quadBG = new THREE.Mesh( plane, materialColor );
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quadBG.position.z = -500;
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sceneBG.addObject( quadBG );
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loader = new THREE.JSONLoader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
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quadScreen = new THREE.Mesh( plane, materialConvolution );
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quadScreen.position.z = -100;
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sceneScreen.addObject( quadScreen );
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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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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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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function createMesh( geometry, scene, scale ) {
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geometry.computeTangents();
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var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
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var shader = THREE.ShaderUtils.lib[ "normal" ];
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var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
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uniforms[ "uNormalScale" ].value = - 0.75;
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uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
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uniforms[ "enableAO" ].value = false;
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uniforms[ "enableDiffuse" ].value = true;
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uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
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uniforms[ "uSpecularColor" ].value.setHex( specular );
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uniforms[ "uAmbientColor" ].value.setHex( ambient );
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uniforms[ "uShininess" ].value = shininess;
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var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
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var mat2 = new THREE.MeshShaderMaterial( parameters );
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mesh = new THREE.Mesh( geometry, mat2 );
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mesh.position.x = 0;
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mesh.position.y = -50;
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mesh.position.z = 0;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
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mesh.updateMatrix();
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scene.addObject( mesh );
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loader.statusDomElement.style.display = "none";
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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() * 0.0004;
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if ( mesh ) mesh.rotation.y = -time;
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if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
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delta *= -1;
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}
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materialColor.uniforms.time.value += delta/2;
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materialFilm.uniforms.time.value += delta;
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renderer.clear();
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// Render scene into texture
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// background
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renderer.render( sceneBG, cameraOrtho, rtTexture1, true );
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// model
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renderer.render( sceneModel, cameraPerspective, rtTexture1, false );
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// Render quad with blured scene into texture (convolution pass 1)
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quadScreen.materials = [ materialConvolution ];
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materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
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materialConvolution.uniforms.uImageIncrement.value = blurx;
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renderer.render( sceneScreen, cameraOrtho, rtTexture2, true );
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// Render quad with blured scene into texture (convolution pass 2)
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materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
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materialConvolution.uniforms.uImageIncrement.value = blury;
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renderer.render( sceneScreen, cameraOrtho, rtTexture3, true );
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// Render original scene with superimposed blur into texture
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quadScreen.materials = [ materialScreen ];
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materialScreen.uniforms.tDiffuse.texture = rtTexture3;
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materialScreen.uniforms.opacity.value = 1.0;
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renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
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// Render final scene to the screen with film shader
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materialFilm.uniforms.tDiffuse.texture = rtTexture1;
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quadScreen.materials = [ materialFilm ];
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renderer.render( sceneScreen, cameraOrtho );
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}
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</script>
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</body>
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</html>
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