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