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317 lines
9.5 KiB
317 lines
9.5 KiB
2 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 - postprocessing - 3DLUT</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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html, body {
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margin: 0;
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height: 100%;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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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/": "../../examples/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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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import {EffectComposer} from 'three/addons/postprocessing/EffectComposer.js';
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import {RenderPass} from 'three/addons/postprocessing/RenderPass.js';
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import {ShaderPass} from 'three/addons/postprocessing/ShaderPass.js';
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import {GammaCorrectionShader} from 'three/addons/shaders/GammaCorrectionShader.js';
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import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 100;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.set(0, 10, 20);
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const controls = new OrbitControls(camera, canvas);
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controls.target.set(0, 5, 0);
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controls.update();
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const makeIdentityLutTexture = function() {
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const identityLUT = new Uint8Array([
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0, 0, 0, 255, // black
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255, 0, 0, 255, // red
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0, 0, 255, 255, // blue
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255, 0, 255, 255, // magenta
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0, 255, 0, 255, // green
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255, 255, 0, 255, // yellow
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0, 255, 255, 255, // cyan
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255, 255, 255, 255, // white
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]);
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return function(filter) {
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const texture = new THREE.DataTexture(identityLUT, 4, 2);
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texture.minFilter = filter;
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texture.magFilter = filter;
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texture.needsUpdate = true;
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texture.flipY = false;
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return texture;
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};
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}();
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const lutTextures = [
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{
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name: 'identity',
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size: 2,
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filter: true,
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texture: makeIdentityLutTexture(THREE.LinearFilter),
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},
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{
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name: 'identity not filtered',
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size: 2,
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filter: false,
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texture: makeIdentityLutTexture(THREE.NearestFilter),
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},
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];
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const lutNameIndexMap = {};
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lutTextures.forEach((info, ndx) => {
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lutNameIndexMap[info.name] = ndx;
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});
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const lutSettings = {
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lut: lutNameIndexMap.identity,
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};
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const gui = new GUI({ width: 300 });
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gui.add(lutSettings, 'lut', lutNameIndexMap);
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const scene = new THREE.Scene();
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const sceneBG = new THREE.Scene();
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const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
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let bgMesh;
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let bgTexture;
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{
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const loader = new THREE.TextureLoader();
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bgTexture = loader.load('resources/images/beach.jpg');
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bgTexture.encoding = THREE.sRGBEncoding;
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const planeGeo = new THREE.PlaneGeometry(2, 2);
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const planeMat = new THREE.MeshBasicMaterial({
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map: bgTexture,
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depthTest: false,
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});
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bgMesh = new THREE.Mesh(planeGeo, planeMat);
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sceneBG.add(bgMesh);
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}
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function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
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const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
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const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
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const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
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// compute a unit vector that points in the direction the camera is now
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// in the xz plane from the center of the box
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const direction = (new THREE.Vector3())
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.subVectors(camera.position, boxCenter)
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.multiply(new THREE.Vector3(1, 0, 1))
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.normalize();
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// move the camera to a position distance units way from the center
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// in whatever direction the camera was from the center already
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camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
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// pick some near and far values for the frustum that
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// will contain the box.
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camera.near = boxSize / 100;
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camera.far = boxSize * 100;
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camera.updateProjectionMatrix();
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// point the camera to look at the center of the box
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camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
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}
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{
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const gltfLoader = new GLTFLoader();
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gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
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const root = gltf.scene;
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scene.add(root);
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// fix materials from r114
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root.traverse(({material}) => {
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if (material) {
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material.depthWrite = true;
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}
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});
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root.updateMatrixWorld();
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// compute the box that contains all the stuff
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// from root and below
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const box = new THREE.Box3().setFromObject(root);
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const boxSize = box.getSize(new THREE.Vector3()).length();
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const boxCenter = box.getCenter(new THREE.Vector3());
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frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
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// update the Trackball controls to handle the new size
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controls.maxDistance = boxSize * 10;
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controls.target.copy(boxCenter);
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controls.update();
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});
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}
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const lutShader = {
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uniforms: {
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tDiffuse: { value: null }, // the previous pass's result
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lutMap: { value: null },
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lutMapSize: { value: 1, },
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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 = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#include <common>
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#define FILTER_LUT true
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uniform sampler2D tDiffuse;
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uniform sampler2D lutMap;
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uniform float lutMapSize;
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varying vec2 vUv;
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vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
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float sliceSize = 1.0 / size; // space of 1 slice
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float slicePixelSize = sliceSize / size; // space of 1 pixel
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float width = size - 1.0;
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float sliceInnerSize = slicePixelSize * width; // space of size pixels
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float zSlice0 = floor( texCoord.z * width);
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float zSlice1 = min( zSlice0 + 1.0, width);
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float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
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float yRange = (texCoord.y * width + 0.5) / size;
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float s0 = xOffset + (zSlice0 * sliceSize);
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#ifdef FILTER_LUT
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float s1 = xOffset + (zSlice1 * sliceSize);
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vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
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vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
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float zOffset = mod(texCoord.z * width, 1.0);
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return mix(slice0Color, slice1Color, zOffset);
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#else
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return texture2D(tex, vec2( s0, yRange));
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#endif
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}
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void main() {
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vec4 originalColor = texture2D(tDiffuse, vUv);
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gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
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}
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`,
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};
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const lutNearestShader = {
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uniforms: {...lutShader.uniforms},
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vertexShader: lutShader.vertexShader,
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fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
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};
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const effectLUT = new ShaderPass(lutShader);
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const effectLUTNearest = new ShaderPass(lutNearestShader);
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const renderModel = new RenderPass(scene, camera);
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renderModel.clear = false; // so we don't clear out the background
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const renderBG = new RenderPass(sceneBG, cameraBG);
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const gammaPass = new ShaderPass(GammaCorrectionShader);
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const composer = new EffectComposer(renderer);
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composer.addPass(renderBG);
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composer.addPass(renderModel);
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composer.addPass(effectLUT);
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composer.addPass(effectLUTNearest);
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composer.addPass(gammaPass);
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth * window.devicePixelRatio | 0;
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const height = canvas.clientHeight * window.devicePixelRatio | 0;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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let then = 0;
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function render(now) {
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now *= 0.001; // convert to seconds
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const delta = now - then;
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then = now;
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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const canvasAspect = canvas.clientWidth / canvas.clientHeight;
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camera.aspect = canvasAspect;
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camera.updateProjectionMatrix();
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composer.setSize(canvas.width, canvas.height);
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// scale the background plane to keep the image's
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// aspect correct.
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// Note the image may not have loaded yet.
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const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
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const aspect = imageAspect / canvasAspect;
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bgMesh.scale.x = aspect > 1 ? aspect : 1;
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bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
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}
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const lutInfo = lutTextures[lutSettings.lut];
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const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
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effectLUT.enabled = lutInfo.filter;
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effectLUTNearest.enabled = !lutInfo.filter;
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const lutTexture = lutInfo.texture;
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effect.uniforms.lutMap.value = lutTexture;
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effect.uniforms.lutMapSize.value = lutInfo.size;
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composer.render(delta);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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main();
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</script>
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</html>
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