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					167 lines
				
				4.7 KiB
			
		
		
			
		
	
	
					167 lines
				
				4.7 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 procedural effects</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<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> - Procedural Effects Example by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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										</div>
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										<script id="procedural-vert" type="x-shader/x-vertex">
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											varying vec2 vUv;
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											void main() {
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												vUv = uv;
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												gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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											}
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										</script>
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										<script id="noiseRandom1D-frag" type="x-shader/x-fragment">
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											#include <common>
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											varying vec2 vUv;
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											void main() {
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												gl_FragColor.xyz = vec3( rand( vUv ) );
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												gl_FragColor.w = 1.0;
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											}
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										</script>
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										<script id="noiseRandom2D-frag" type="x-shader/x-fragment">
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											#include <common>
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											varying vec2 vUv;
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											void main() {
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												vec2 rand2 = vec2( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ) );
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												gl_FragColor.xyz = mix( mix( vec3( 1.0, 1.0, 1.0 ), vec3( 0.0, 0.0, 1.0 ), rand2.x ), vec3( 0.0 ), rand2.y );
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												gl_FragColor.w = 1.0;
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											}
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										</script>
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										<script id="noiseRandom3D-frag" type="x-shader/x-fragment">
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											#include <common>
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											varying vec2 vUv;
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											void main() {
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												vec3 rand3 = vec3( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ), rand( vUv + vec2( 0.6, 0.4 ) ) );
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												gl_FragColor.xyz = rand3;
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												gl_FragColor.w = 1.0;
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											}
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										</script>
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										<div id="container"></div>
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										<!-- 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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											let postCamera, postScene, renderer;
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											let postMaterial, noiseRandom1DMaterial, noiseRandom2DMaterial, noiseRandom3DMaterial, postQuad;
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											let stats;
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											const params = { procedure: 'noiseRandom3D' };
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											init();
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											animate();
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											initGui();
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											// Init gui
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											function initGui() {
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												const gui = new GUI();
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												gui.add( params, 'procedure', [ 'noiseRandom1D', 'noiseRandom2D', 'noiseRandom3D' ] );
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											}
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											function init() {
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												const container = document.getElementById( 'container' );
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												document.body.appendChild( renderer.domElement );
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												// Setup post processing stage
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												postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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												noiseRandom1DMaterial = new THREE.ShaderMaterial( {
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													vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
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													fragmentShader: document.querySelector( '#noiseRandom1D-frag' ).textContent.trim()
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												} );
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												noiseRandom2DMaterial = new THREE.ShaderMaterial( {
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													vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
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													fragmentShader: document.querySelector( '#noiseRandom2D-frag' ).textContent.trim()
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												} );
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												noiseRandom3DMaterial = new THREE.ShaderMaterial( {
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													vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
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													fragmentShader: document.querySelector( '#noiseRandom3D-frag' ).textContent.trim()
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												} );
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												postMaterial = noiseRandom3DMaterial;
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												const postPlane = new THREE.PlaneGeometry( 2, 2 );
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												postQuad = new THREE.Mesh( postPlane, postMaterial );
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												postScene = new THREE.Scene();
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												postScene.add( postQuad );
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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												const width = window.innerWidth;
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												const height = window.innerHeight;
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												postCamera.aspect = width / height;
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												postCamera.updateProjectionMatrix();
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												renderer.setSize( width, height );
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											}
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											function animate() {
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												requestAnimationFrame( animate );
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												switch ( params.procedure ) {
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													case 'noiseRandom1D': postMaterial = noiseRandom1DMaterial; break;
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													case 'noiseRandom2D': postMaterial = noiseRandom2DMaterial; break;
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													case 'noiseRandom3D': postMaterial = noiseRandom3DMaterial; break;
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												}
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												postQuad.material = postMaterial;
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												// render post FX
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												renderer.render( postScene, postCamera );
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												stats.update();
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											}
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										</script>
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									</body>
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								</html>
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