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That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
321 lines
9.3 KiB
HTML
321 lines
9.3 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/ThreeExtras.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 ( ! THREE.Detector.webgl ) THREE.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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rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
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rtTexture2 = new THREE.RenderTarget( 256, 512, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
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rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
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materialColor = new THREE.MeshShaderMaterial( {
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uniforms: { time: { type: "f", value: 0.0 } },
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vertex_shader: getText( 'vs-generic' ),
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fragment_shader: getText( 'fs-colors' ),
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depth_test: false
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} );
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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 = 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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vertex_shader: screen_shader.vertex_shader,
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fragment_shader: screen_shader.fragment_shader,
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blending: THREE.AdditiveBlending
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} );
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var film_shader = ShaderUtils.lib["film"];
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var film_uniforms = Uniforms.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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vertex_shader: film_shader.vertex_shader,
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fragment_shader: film_shader.fragment_shader
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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 = ShaderUtils.lib["convolution"];
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var convolution_uniforms = Uniforms.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 = ShaderUtils.buildKernel( 4.0 );
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materialConvolution = new THREE.MeshShaderMaterial( {
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uniforms: convolution_uniforms,
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vertex_shader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertex_shader,
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fragment_shader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragment_shader
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} );
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var plane = new Plane( 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.Loader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.loadAscii( { 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();
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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 = ShaderUtils.lib[ "normal" ];
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var uniforms = Uniforms.clone( shader.uniforms );
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uniforms[ "tNormal" ].texture = 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 = 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[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
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uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
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uniforms[ "uDirLightPos" ].value = directionalLight.position;
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uniforms[ "uDirLightColor" ].value = directionalLight.color;
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uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
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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 = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
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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 );
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// model
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renderer.render( sceneModel, cameraPerspective, rtTexture1 );
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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 );
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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 );
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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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