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174 lines
4.6 KiB
174 lines
4.6 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing procedural effects</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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margin: 0px;
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background-color: #000;
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overflow: hidden;
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font-family:Monospace;
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font-size:13px;
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margin: 0px;
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text-align:center;
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overflow: hidden;
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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: 10px;
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width: 100%;
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text-align: center;
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display:block;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Procedural Effects Example by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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</div>
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<script id="procedural-vert" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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vUv = uv;
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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 id="noiseRandom1D-frag" type="x-shader/x-fragment">
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#include <common>
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varying vec2 vUv;
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void main() {
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gl_FragColor.xyz = vec3( rand( vUv ) );
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gl_FragColor.w = 1.0;
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}
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</script>
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<script id="noiseRandom2D-frag" type="x-shader/x-fragment">
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#include <common>
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varying vec2 vUv;
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void main() {
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vec2 rand2 = vec2( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ) );
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gl_FragColor.xyz = mix( mix( vec3( 1.0, 1.0, 1.0 ), vec3( 0.0, 0.0, 1.0 ), rand2.x ), vec3( 0.0 ), rand2.y );
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gl_FragColor.w = 1.0;
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}
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</script>
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<script id="noiseRandom3D-frag" type="x-shader/x-fragment">
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#include <common>
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varying vec2 vUv;
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void main() {
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vec3 rand3 = vec3( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ), rand( vUv + vec2( 0.6, 0.4 ) ) );
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gl_FragColor.xyz = rand3;
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gl_FragColor.w = 1.0;
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}
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</script>
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<div id="container"></div>
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<script src="../build/three.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script>
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var postCamera, postScene, renderer;
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var postMaterial, noiseRandom1DMaterial, noiseRandom2DMaterial, noiseRandom3DMaterial, postQuad;
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var stats;
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var params = { procedure: 'noiseRandom3D' };
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init();
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animate();
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initGui();
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// Init gui
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function initGui() {
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var gui = new dat.GUI();
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gui.add( params, 'procedure', [ 'noiseRandom1D', 'noiseRandom2D', 'noiseRandom3D' ] );
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}
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function init() {
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var container = document.getElementById( "container" );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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// Setup post processing stage
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postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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noiseRandom1DMaterial = new THREE.ShaderMaterial( {
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vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#noiseRandom1D-frag' ).textContent.trim()
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} );
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noiseRandom2DMaterial = new THREE.ShaderMaterial( {
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vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#noiseRandom2D-frag' ).textContent.trim()
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} );
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noiseRandom3DMaterial = new THREE.ShaderMaterial( {
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vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#noiseRandom3D-frag' ).textContent.trim()
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} );
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postMaterial = noiseRandom3DMaterial;
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var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
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postQuad = new THREE.Mesh( postPlane, postMaterial );
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postScene = new THREE.Scene();
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postScene.add( postQuad );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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var width = window.innerWidth;
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var height = window.innerHeight;
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postCamera.aspect = width / height;
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postCamera.updateProjectionMatrix();
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renderer.setSize( width, height );
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}
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function animate() {
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requestAnimationFrame( animate );
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switch ( params.procedure ) {
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case 'noiseRandom1D': postMaterial = noiseRandom1DMaterial; break;
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case 'noiseRandom2D': postMaterial = noiseRandom2DMaterial; break;
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case 'noiseRandom3D': postMaterial = noiseRandom3DMaterial; break;
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}
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postQuad.material = postMaterial;
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// render post FX
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renderer.render( postScene, postCamera );
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stats.update();
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}
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</script>
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</body>
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</html>
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