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					407 lines
				
				9.3 KiB
			
		
		
			
		
	
	
					407 lines
				
				9.3 KiB
			| 
								 
											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - scenes transition</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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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl scene transitions<br/>
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											by <a href="https://twitter.com/fernandojsg">fernandojsg</a> - <a href="https://github.com/kile/three.js-demos">github</a>
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										</div>
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										<div id="container"></div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { TWEEN } from 'three/addons/libs/tween.module.min.js';
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											let container, stats;
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											let renderer;
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											let transition;
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											const transitionParams = {
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												'useTexture': true,
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												'transition': 0,
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												'texture': 5,
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												'cycle': true,
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												'animate': true,
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												'threshold': 0.3
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											};
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											const clock = new THREE.Clock();
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											init();
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											animate();
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											function init() {
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												initGUI();
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												container = document.getElementById( 'container' );
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												container.appendChild( renderer.domElement );
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												const geometryA = new THREE.BoxGeometry( 2, 2, 2 );
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												const geometryB = new THREE.IcosahedronGeometry( 1, 1 );
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												const sceneA = new FXScene( geometryA, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
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												const sceneB = new FXScene( geometryB, new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
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												transition = new Transition( sceneA, sceneB );
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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 initGUI() {
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												const gui = new GUI();
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												gui.add( transitionParams, 'animate' );
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												gui.add( transitionParams, 'transition', 0, 1, 0.01 ).listen();
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												gui.add( transitionParams, 'useTexture' ).onChange( function ( value ) {
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													transition.useTexture( value );
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												} );
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												gui.add( transitionParams, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function ( value ) {
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													transition.setTexture( value );
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												} ).listen();
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												gui.add( transitionParams, 'cycle' );
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												gui.add( transitionParams, 'threshold', 0, 1, 0.01 ).onChange( function ( value ) {
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													transition.setTextureThreshold( value );
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												} );
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											}
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											function render() {
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												transition.render( clock.getDelta() );
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											}
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											function generateInstancedMesh( geometry, material, count ) {
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												const mesh = new THREE.InstancedMesh( geometry, material, count );
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												const dummy = new THREE.Object3D();
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												const color = new THREE.Color();
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												for ( let i = 0; i < count; i ++ ) {
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													dummy.position.x = Math.random() * 10000 - 5000;
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													dummy.position.y = Math.random() * 6000 - 3000;
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													dummy.position.z = Math.random() * 8000 - 4000;
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													dummy.rotation.x = Math.random() * 2 * Math.PI;
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													dummy.rotation.y = Math.random() * 2 * Math.PI;
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													dummy.rotation.z = Math.random() * 2 * Math.PI;
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													dummy.scale.x = Math.random() * 200 + 100;
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													if ( geometry.type === 'BoxGeometry' ) {
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														dummy.scale.y = Math.random() * 200 + 100;
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														dummy.scale.z = Math.random() * 200 + 100;
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													} else {
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														dummy.scale.y = dummy.scale.x;
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														dummy.scale.z = dummy.scale.x;
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													}
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													dummy.updateMatrix();
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													mesh.setMatrixAt( i, dummy.matrix );
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													mesh.setColorAt( i, color.setScalar( 0.1 + 0.9 * Math.random() ) );
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												}
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												return mesh;
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											}
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											function FXScene( geometry, rotationSpeed, clearColor ) {
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												this.clearColor = clearColor;
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												const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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												camera.position.z = 2000;
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												// Setup scene
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												const scene = new THREE.Scene();
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												scene.add( new THREE.AmbientLight( 0x555555 ) );
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												const light = new THREE.SpotLight( 0xffffff, 1.5 );
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												light.position.set( 0, 500, 2000 );
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												scene.add( light );
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												this.rotationSpeed = rotationSpeed;
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												const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
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												const material = new THREE.MeshPhongMaterial( { color: color, flatShading: true } );
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												const mesh = generateInstancedMesh( geometry, material, 500 );
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												scene.add( mesh );
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												this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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												this.render = function ( delta, rtt ) {
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													mesh.rotation.x += delta * this.rotationSpeed.x;
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													mesh.rotation.y += delta * this.rotationSpeed.y;
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													mesh.rotation.z += delta * this.rotationSpeed.z;
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													renderer.setClearColor( this.clearColor );
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													if ( rtt ) {
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														renderer.setRenderTarget( this.fbo );
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														renderer.clear();
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														renderer.render( scene, camera );
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													} else {
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														renderer.setRenderTarget( null );
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														renderer.render( scene, camera );
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													}
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												};
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											}
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											function Transition( sceneA, sceneB ) {
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												const scene = new THREE.Scene();
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												const width = window.innerWidth;
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												const height = window.innerHeight;
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												const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, - 10, 10 );
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												const textures = [];
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												const loader = new THREE.TextureLoader();
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												for ( let i = 0; i < 6; i ++ ) {
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													textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
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												}
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												const material = new THREE.ShaderMaterial( {
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													uniforms: {
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														tDiffuse1: {
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															value: null
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														},
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														tDiffuse2: {
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															value: null
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														},
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														mixRatio: {
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															value: 0.0
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														},
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														threshold: {
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															value: 0.1
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														},
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														useTexture: {
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															value: 1
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														},
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														tMixTexture: {
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															value: textures[ 0 ]
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														}
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													},
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													vertexShader: [
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														'varying vec2 vUv;',
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														'void main() {',
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														'vUv = vec2( uv.x, uv.y );',
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														'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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														'}'
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													].join( '\n' ),
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													fragmentShader: [
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														'uniform float mixRatio;',
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														'uniform sampler2D tDiffuse1;',
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														'uniform sampler2D tDiffuse2;',
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														'uniform sampler2D tMixTexture;',
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														'uniform int useTexture;',
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														'uniform float threshold;',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'varying vec2 vUv;',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'void main() {',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'	vec4 texel1 = texture2D( tDiffuse1, vUv );',
							 | 
						||
| 
								 | 
							
														'	vec4 texel2 = texture2D( tDiffuse2, vUv );',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'	if (useTexture==1) {',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'		vec4 transitionTexel = texture2D( tMixTexture, vUv );',
							 | 
						||
| 
								 | 
							
														'		float r = mixRatio * (1.0 + threshold * 2.0) - threshold;',
							 | 
						||
| 
								 | 
							
														'		float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'		gl_FragColor = mix( texel1, texel2, mixf );',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'	} else {',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'		gl_FragColor = mix( texel2, texel1, mixRatio );',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'	}',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														'}'
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													].join( '\n' )
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const geometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
												const mesh = new THREE.Mesh( geometry, material );
							 | 
						||
| 
								 | 
							
												scene.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												material.uniforms.tDiffuse1.value = sceneA.fbo.texture;
							 | 
						||
| 
								 | 
							
												material.uniforms.tDiffuse2.value = sceneB.fbo.texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												new TWEEN.Tween( transitionParams )
							 | 
						||
| 
								 | 
							
													.to( { transition: 1 }, 1500 )
							 | 
						||
| 
								 | 
							
													.repeat( Infinity )
							 | 
						||
| 
								 | 
							
													.delay( 2000 )
							 | 
						||
| 
								 | 
							
													.yoyo( true )
							 | 
						||
| 
								 | 
							
													.start();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.needsTextureChange = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.setTextureThreshold = function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.uniforms.threshold.value = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.useTexture = function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.uniforms.useTexture.value = value ? 1 : 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.setTexture = function ( i ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.uniforms.tMixTexture.value = textures[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.render = function ( delta ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Transition animation
							 | 
						||
| 
								 | 
							
													if ( transitionParams.animate ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														TWEEN.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// Change the current alpha texture after each transition
							 | 
						||
| 
								 | 
							
														if ( transitionParams.cycle ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															if ( transitionParams.transition == 0 || transitionParams.transition == 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
																if ( this.needsTextureChange ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
																	transitionParams.texture = ( transitionParams.texture + 1 ) % textures.length;
							 | 
						||
| 
								 | 
							
																	material.uniforms.tMixTexture.value = textures[ transitionParams.texture ];
							 | 
						||
| 
								 | 
							
																	this.needsTextureChange = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
																}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
																this.needsTextureChange = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															this.needsTextureChange = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.uniforms.mixRatio.value = transitionParams.transition;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Prevent render both scenes when it's not necessary
							 | 
						||
| 
								 | 
							
													if ( transitionParams.transition == 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														sceneB.render( delta, false );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( transitionParams.transition == 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														sceneA.render( delta, false );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// When 0<transition<1 render transition between two scenes
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														sceneA.render( delta, true );
							 | 
						||
| 
								 | 
							
														sceneB.render( delta, true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														renderer.setRenderTarget( null );
							 | 
						||
| 
								 | 
							
														renderer.clear();
							 | 
						||
| 
								 | 
							
														renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |