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					390 lines
				
				13 KiB
			
		
		
			
		
	
	
					390 lines
				
				13 KiB
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											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 - postprocessing - godrays</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 god-rays example - tree by <a href="http://www.turbosquid.com/3d-models/free-tree-3d-model/592617" target="_blank" rel="noopener">stanloshka</a>
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										</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 { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { GodRaysFakeSunShader, GodRaysDepthMaskShader, GodRaysCombineShader, GodRaysGenerateShader } from 'three/addons/shaders/GodRaysShader.js';
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											let container, stats;
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											let camera, scene, renderer, materialDepth;
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											let sphereMesh;
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											const sunPosition = new THREE.Vector3( 0, 1000, - 1000 );
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											const clipPosition = new THREE.Vector4();
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											const screenSpacePosition = new THREE.Vector3();
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											const postprocessing = { enabled: true };
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											const orbitRadius = 200;
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											const bgColor = 0x000511;
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											const sunColor = 0xffee00;
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											// Use a smaller size for some of the god-ray render targets for better performance.
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											const godrayRenderTargetResolutionMultiplier = 1.0 / 4.0;
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											init();
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											animate();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												//
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												camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
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												camera.position.z = 200;
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												scene = new THREE.Scene();
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												//
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												materialDepth = new THREE.MeshDepthMaterial();
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												const materialScene = new THREE.MeshBasicMaterial( { color: 0x000000 } );
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												// tree
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												const loader = new OBJLoader();
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												loader.load( 'models/obj/tree.obj', function ( object ) {
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													object.material = materialScene;
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													object.position.set( 0, - 150, - 150 );
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													object.scale.multiplyScalar( 400 );
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													scene.add( object );
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												} );
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												// sphere
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												const geo = new THREE.SphereGeometry( 1, 20, 10 );
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												sphereMesh = new THREE.Mesh( geo, materialScene );
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												sphereMesh.scale.multiplyScalar( 20 );
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												scene.add( sphereMesh );
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												//
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												renderer = new THREE.WebGLRenderer();
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												renderer.setClearColor( 0xffffff );
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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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												renderer.autoClear = false;
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												const controls = new OrbitControls( camera, renderer.domElement );
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												controls.minDistance = 50;
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												controls.maxDistance = 500;
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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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												window.addEventListener( 'resize', onWindowResize );
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												//
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												initPostprocessing( window.innerWidth, window.innerHeight );
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											}
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											//
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											function onWindowResize() {
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												const renderTargetWidth = window.innerWidth;
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												const renderTargetHeight = window.innerHeight;
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												camera.aspect = renderTargetWidth / renderTargetHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( renderTargetWidth, renderTargetHeight );
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												postprocessing.rtTextureColors.setSize( renderTargetWidth, renderTargetHeight );
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												postprocessing.rtTextureDepth.setSize( renderTargetWidth, renderTargetHeight );
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												postprocessing.rtTextureDepthMask.setSize( renderTargetWidth, renderTargetHeight );
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												const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
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												const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
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												postprocessing.rtTextureGodRays1.setSize( adjustedWidth, adjustedHeight );
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												postprocessing.rtTextureGodRays2.setSize( adjustedWidth, adjustedHeight );
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											}
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											function initPostprocessing( renderTargetWidth, renderTargetHeight ) {
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												postprocessing.scene = new THREE.Scene();
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												postprocessing.camera = new THREE.OrthographicCamera( - 0.5, 0.5, 0.5, - 0.5, - 10000, 10000 );
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												postprocessing.camera.position.z = 100;
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												postprocessing.scene.add( postprocessing.camera );
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												postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
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												// Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
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												// investigate further for now.
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												// pars.format = LuminanceFormat;
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												// I would have this quarter size and use it as one of the ping-pong render
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												// targets but the aliasing causes some temporal flickering
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												postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
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												postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
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												// The ping-pong render targets can use an adjusted resolution to minimize cost
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												const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
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												const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
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												postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight );
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												postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight );
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												// god-ray shaders
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												const godraysMaskShader = GodRaysDepthMaskShader;
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												postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
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												postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
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													uniforms: postprocessing.godrayMaskUniforms,
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													vertexShader: godraysMaskShader.vertexShader,
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													fragmentShader: godraysMaskShader.fragmentShader
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												} );
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												const godraysGenShader = GodRaysGenerateShader;
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												postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
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												postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
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													uniforms: postprocessing.godrayGenUniforms,
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													vertexShader: godraysGenShader.vertexShader,
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													fragmentShader: godraysGenShader.fragmentShader
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												} );
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												const godraysCombineShader = GodRaysCombineShader;
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												postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
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												postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
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													uniforms: postprocessing.godrayCombineUniforms,
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													vertexShader: godraysCombineShader.vertexShader,
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													fragmentShader: godraysCombineShader.fragmentShader
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												} );
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												const godraysFakeSunShader = GodRaysFakeSunShader;
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												postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
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												postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
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													uniforms: postprocessing.godraysFakeSunUniforms,
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													vertexShader: godraysFakeSunShader.vertexShader,
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													fragmentShader: godraysFakeSunShader.fragmentShader
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												} );
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												postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
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												postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
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												postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
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												postprocessing.quad = new THREE.Mesh(
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													new THREE.PlaneGeometry( 1.0, 1.0 ),
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													postprocessing.materialGodraysGenerate
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												);
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												postprocessing.quad.position.z = - 9900;
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												postprocessing.scene.add( postprocessing.quad );
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											}
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											function animate() {
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												requestAnimationFrame( animate, renderer.domElement );
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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 getStepSize( filterLen, tapsPerPass, pass ) {
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												return filterLen * Math.pow( tapsPerPass, - pass );
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											}
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											function filterGodRays( inputTex, renderTarget, stepSize ) {
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												postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
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												postprocessing.godrayGenUniforms[ 'fStepSize' ].value = stepSize;
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												postprocessing.godrayGenUniforms[ 'tInput' ].value = inputTex;
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												renderer.setRenderTarget( renderTarget );
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												renderer.render( postprocessing.scene, postprocessing.camera );
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												postprocessing.scene.overrideMaterial = null;
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											}
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											function render() {
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												const time = Date.now() / 4000;
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												sphereMesh.position.x = orbitRadius * Math.cos( time );
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						||
| 
								 | 
							
												sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( postprocessing.enabled ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													clipPosition.x = sunPosition.x;
							 | 
						||
| 
								 | 
							
													clipPosition.y = sunPosition.y;
							 | 
						||
| 
								 | 
							
													clipPosition.z = sunPosition.z;
							 | 
						||
| 
								 | 
							
													clipPosition.w = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													clipPosition.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// perspective divide (produce NDC space)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													clipPosition.x /= clipPosition.w;
							 | 
						||
| 
								 | 
							
													clipPosition.y /= clipPosition.w;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													screenSpacePosition.x = ( clipPosition.x + 1 ) / 2; // transform from [-1,1] to [0,1]
							 | 
						||
| 
								 | 
							
													screenSpacePosition.y = ( clipPosition.y + 1 ) / 2; // transform from [-1,1] to [0,1]
							 | 
						||
| 
								 | 
							
													screenSpacePosition.z = clipPosition.z; // needs to stay in clip space for visibilty checks
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Give it to the god-ray and sun shaders
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.godrayGenUniforms[ 'vSunPositionScreenSpace' ].value.copy( screenSpacePosition );
							 | 
						||
| 
								 | 
							
													postprocessing.godraysFakeSunUniforms[ 'vSunPositionScreenSpace' ].value.copy( screenSpacePosition );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// -- Draw sky and sun --
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Clear colors and depths, will clear to sky color
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( postprocessing.rtTextureColors );
							 | 
						||
| 
								 | 
							
													renderer.clear( true, true, false );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Sun render. Runs a shader that gives a brightness based on the screen
							 | 
						||
| 
								 | 
							
													// space distance to the sun. Not very efficient, so i make a scissor
							 | 
						||
| 
								 | 
							
													// rectangle around the suns position to avoid rendering surrounding pixels.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
							 | 
						||
| 
								 | 
							
													const sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													screenSpacePosition.x *= window.innerWidth;
							 | 
						||
| 
								 | 
							
													screenSpacePosition.y *= window.innerHeight;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
							 | 
						||
| 
								 | 
							
													renderer.setScissorTest( true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.godraysFakeSunUniforms[ 'fAspect' ].value = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( postprocessing.rtTextureColors );
							 | 
						||
| 
								 | 
							
													renderer.render( postprocessing.scene, postprocessing.camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.setScissorTest( false );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// -- Draw scene objects --
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Colors
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													scene.overrideMaterial = null;
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( postprocessing.rtTextureColors );
							 | 
						||
| 
								 | 
							
													renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Depth
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													scene.overrideMaterial = materialDepth;
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( postprocessing.rtTextureDepth );
							 | 
						||
| 
								 | 
							
													renderer.clear();
							 | 
						||
| 
								 | 
							
													renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.godrayMaskUniforms[ 'tInput' ].value = postprocessing.rtTextureDepth.texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( postprocessing.rtTextureDepthMask );
							 | 
						||
| 
								 | 
							
													renderer.render( postprocessing.scene, postprocessing.camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// -- Render god-rays --
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Maximum length of god-rays (in texture space [0,1]X[0,1])
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const filterLen = 1.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Samples taken by filter
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const TAPS_PER_PASS = 6.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
							 | 
						||
| 
								 | 
							
													// would start with a small filter support and grow to large. however
							 | 
						||
| 
								 | 
							
													// the large-to-small order produces less objectionable aliasing artifacts that
							 | 
						||
| 
								 | 
							
													// appear as a glimmer along the length of the beams
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// pass 1 - render into first ping-pong target
							 | 
						||
| 
								 | 
							
													filterGodRays( postprocessing.rtTextureDepthMask.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 1.0 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// pass 2 - render into second ping-pong target
							 | 
						||
| 
								 | 
							
													filterGodRays( postprocessing.rtTextureGodRays2.texture, postprocessing.rtTextureGodRays1, getStepSize( filterLen, TAPS_PER_PASS, 2.0 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// pass 3 - 1st RT
							 | 
						||
| 
								 | 
							
													filterGodRays( postprocessing.rtTextureGodRays1.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 3.0 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// final pass - composite god-rays onto colors
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.godrayCombineUniforms[ 'tColors' ].value = postprocessing.rtTextureColors.texture;
							 | 
						||
| 
								 | 
							
													postprocessing.godrayCombineUniforms[ 'tGodRays' ].value = postprocessing.rtTextureGodRays2.texture;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( null );
							 | 
						||
| 
								 | 
							
													renderer.render( postprocessing.scene, postprocessing.camera );
							 | 
						||
| 
								 | 
							
													postprocessing.scene.overrideMaterial = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													renderer.setRenderTarget( null );
							 | 
						||
| 
								 | 
							
													renderer.clear();
							 | 
						||
| 
								 | 
							
													renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |