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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
color:#fff;
background-color: rgba( 0, 0, 0, 0.5 );
position: relative;
margin: 0 auto -2.1em;
top: 0px;
width: 550px;
padding: 5px;
z-index:100;
}
a { color: red; }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example -
<a href="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head
</div>
<div id="container"></div>
<script src="../build/three.js"></script>
<script src="js/shaders/BleachBypassShader.js"></script>
<script src="js/shaders/ColorifyShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/DotScreenShader.js"></script>
<script src="js/shaders/FilmShader.js"></script>
<script src="js/shaders/HorizontalBlurShader.js"></script>
<script src="js/shaders/SepiaShader.js"></script>
<script src="js/shaders/VerticalBlurShader.js"></script>
<script src="js/shaders/VignetteShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/FilmPass.js"></script>
<script src="js/postprocessing/DotScreenPass.js"></script>
<script src="js/postprocessing/TexturePass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats;
var composerScene, composer1, composer2, composer3, composer4;
var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
var width = window.innerWidth || 2;
var height = window.innerHeight || 2;
var halfWidth = width / 2;
var halfHeight = height / 2;
var quadBG, quadMask, renderScene;
var delta = 0.01;
init();
animate();
function init() {
container = document.getElementById( 'container' );
//
cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
cameraOrtho.position.z = 100;
cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
cameraPerspective.position.z = 900;
//
sceneModel = new THREE.Scene();
sceneBG = new THREE.Scene();
//
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, - 0.1, 1 ).normalize();
sceneModel.add( directionalLight );
var loader = new THREE.GLTFLoader();
loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
} );
//
var materialColor = new THREE.MeshBasicMaterial( {
map: new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
depthTest: false
} );
quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), materialColor );
quadBG.position.z = - 500;
quadBG.scale.set( width, height, 1 );
sceneBG.add( quadBG );
//
var sceneMask = new THREE.Scene();
quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
quadMask.position.z = - 300;
quadMask.scale.set( width / 2, height / 2, 1 );
sceneMask.add( quadMask );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( width, height );
renderer.autoClear = false;
//
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
container.appendChild( renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
var shaderBleach = THREE.BleachBypassShader;
var shaderSepia = THREE.SepiaShader;
var shaderVignette = THREE.VignetteShader;
// var shaderCopy = THREE.CopyShader;
var effectBleach = new THREE.ShaderPass( shaderBleach );
var effectSepia = new THREE.ShaderPass( shaderSepia );
var effectVignette = new THREE.ShaderPass( shaderVignette );
// var effectCopy = new THREE.ShaderPass( shaderCopy );
effectBleach.uniforms[ "opacity" ].value = 0.95;
effectSepia.uniforms[ "amount" ].value = 0.9;
effectVignette.uniforms[ "offset" ].value = 0.95;
effectVignette.uniforms[ "darkness" ].value = 1.6;
var effectBloom = new THREE.BloomPass( 0.5 );
var effectFilm = new THREE.FilmPass( 0.35, 0.025, 648, false );
var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
var effectHBlur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
var effectVBlur = new THREE.ShaderPass( THREE.VerticalBlurShader );
effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
var effectColorify1 = new THREE.ShaderPass( THREE.ColorifyShader );
var effectColorify2 = new THREE.ShaderPass( THREE.ColorifyShader );
effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );
var clearMask = new THREE.ClearMaskPass();
var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
var renderMaskInverse = new THREE.MaskPass( sceneModel, cameraPerspective );
renderMaskInverse.inverse = true;
//
var rtParameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: true
};
var rtWidth = width / 2;
var rtHeight = height / 2;
//
var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
renderModel.clear = false;
composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
composerScene.addPass( renderBackground );
composerScene.addPass( renderModel );
composerScene.addPass( renderMaskInverse );
composerScene.addPass( effectHBlur );
composerScene.addPass( effectVBlur );
composerScene.addPass( clearMask );
//
renderScene = new THREE.TexturePass( composerScene.renderTarget2.texture );
//
composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer1.addPass( renderScene );
//composer1.addPass( renderMask );
composer1.addPass( effectFilmBW );
//composer1.addPass( clearMask );
composer1.addPass( effectVignette );
//
composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer2.addPass( renderScene );
composer2.addPass( effectDotScreen );
composer2.addPass( renderMask );
composer2.addPass( effectColorify1 );
composer2.addPass( clearMask );
composer2.addPass( renderMaskInverse );
composer2.addPass( effectColorify2 );
composer2.addPass( clearMask );
composer2.addPass( effectVignette );
//
composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer3.addPass( renderScene );
//composer3.addPass( renderMask );
composer3.addPass( effectSepia );
composer3.addPass( effectFilm );
//composer3.addPass( clearMask );
composer3.addPass( effectVignette );
//
composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer4.addPass( renderScene );
//composer4.addPass( renderMask );
composer4.addPass( effectBloom );
composer4.addPass( effectFilm );
composer4.addPass( effectBleach );
//composer4.addPass( clearMask );
composer4.addPass( effectVignette );
renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
halfWidth = window.innerWidth / 2;
halfHeight = window.innerHeight / 2;
cameraPerspective.aspect = window.innerWidth / window.innerHeight;
cameraPerspective.updateProjectionMatrix();
cameraOrtho.left = - halfWidth;
cameraOrtho.right = halfWidth;
cameraOrtho.top = halfHeight;
cameraOrtho.bottom = - halfHeight;
cameraOrtho.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composerScene.setSize( halfWidth * 2, halfHeight * 2 );
composer1.setSize( halfWidth, halfHeight );
composer2.setSize( halfWidth, halfHeight );
composer3.setSize( halfWidth, halfHeight );
composer4.setSize( halfWidth, halfHeight );
renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
}
function createMesh( geometry, scene, scale ) {
var mat2 = new THREE.MeshPhongMaterial( {
color: 0x999999,
specular: 0x080808,
shininess: 20,
map: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Map-COL.jpg" ),
normalMap: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
normalScale: new THREE.Vector2( 0.75, 0.75 )
} );
mesh = new THREE.Mesh( geometry, mat2 );
mesh.position.set( 0, - 50, 0 );
mesh.scale.set( scale, scale, scale );
scene.add( mesh );
}
//
function animate() {
requestAnimationFrame( animate );
stats.begin();
render();
stats.end();
}
function render() {
var time = Date.now() * 0.0004;
if ( mesh ) mesh.rotation.y = - time;
renderer.setViewport( 0, 0, halfWidth, halfHeight );
composerScene.render( delta );
renderer.setViewport( 0, 0, halfWidth, halfHeight );
composer1.render( delta );
renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
composer2.render( delta );
renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
composer3.render( delta );
renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
composer4.render( delta );
}
</script>
</body>
</html>