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Created September 27, 2018 18:39
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GlitchPass
<!DOCTYPE html>
<html>
<head>
<title>Example 11.01 - Effect composings</title>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/r16/Stats.min.js"></script>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
<script type="text/javascript" src="../libs96/OrbitControls.js"></script>
<script type="text/javascript" src="../utils/SceneUtils.js"></script>
<!-- https://github.com/mrdoob/three.js/tree/master/examples/js/postprocessing -->
<script type="text/javascript" src="../libs96/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="../libs96/postprocessing/ShaderPass.js"></script>
<script type="text/javascript" src="../libs96/postprocessing/MaskPass.js"></script>
<script type="text/javascript" src="../libs96/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="../libs96/postprocessing/GlitchPass.js"></script>
<!-- https://github.com/mrdoob/three.js/tree/master/examples/js/shaders -->
<script type="text/javascript" src="../libs96/shaders/CopyShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/FilmShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/ConvolutionShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/DotScreenShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/DigitalGlitch.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
// once everything is loaded, we run our Three.js stuff.
function init() {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0x000000));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMap.enabled = true;
webGLRenderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var sphere = createMesh(new THREE.SphereGeometry(10, 40, 40));
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.x = -10;
camera.position.y = 15;
camera.position.z = 25;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var orbitControls = new THREE.OrbitControls(camera);
orbitControls.autoRotate = false;
var clock = new THREE.Clock();
var ambi = new THREE.AmbientLight(0x181818);
scene.add(ambi);
var spotLight = new THREE.DirectionalLight(0xffffff);
spotLight.position.set(550, 100, 550);
spotLight.intensity = 0.6;
scene.add(spotLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
var renderPass = new THREE.RenderPass(scene, camera);
var effectGlitch = new THREE.GlitchPass(64);
effectGlitch.renderToScreen = true;
var composer = new THREE.EffectComposer(webGLRenderer);
composer.addPass(renderPass);
composer.addPass(effectGlitch);
// setup the control gui
var controls = new function () {
this.goWild = false;
this.updateEffect = function () {
effectGlitch.goWild = controls.goWild;
};
};
var gui = new dat.GUI();
gui.add(controls, "goWild").onChange(controls.updateEffect);
// call the render function
var step = 0;
render();
function createMesh(geom) {
var planetTexture = new THREE.TextureLoader().load("../assets96/textures/planets/Earth.png");
var specularTexture = new THREE.TextureLoader().load("../assets96/textures/planets/EarthSpec.png");
var normalTexture = new THREE.TextureLoader().load("../assets96/textures/planets/EarthNormal.png");
var planetMaterial = new THREE.MeshPhongMaterial();
planetMaterial.specularMap = specularTexture;
planetMaterial.specular = new THREE.Color(0x4444aa);
planetMaterial.normalMap = normalTexture;
planetMaterial.map = planetTexture;
// create a multimaterial
var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [planetMaterial]);
return mesh;
}
function render() {
stats.update();
//sphere.rotation.y=step+=0.01;
var delta = clock.getDelta();
orbitControls.update(delta);
sphere.rotation.y += 0.002;
// render using requestAnimationFrame
requestAnimationFrame(render);
composer.render(delta);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>
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