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Created September 28, 2018 17:20
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Creating custom shaders
THREE.CustomGrayScaleShader = {
uniforms: {
"tDiffuse": {type: "t", value: null},
"rPower": {type: "f", value: 0.2126},
"gPower": {type: "f", value: 0.7152},
"bPower": {type: "f", value: 0.0722}
},
// 0.2126 R + 0.7152 G + 0.0722 B
// vertexshader is always the same for postprocessing steps
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
// pass in our custom uniforms
"uniform float rPower;",
"uniform float gPower;",
"uniform float bPower;",
// pass in the image/texture we'll be modifying
"uniform sampler2D tDiffuse;",
// used to determine the correct texel we're working on
"varying vec2 vUv;",
// executed, in parallel, for each pixel
"void main() {",
// get the pixel from the texture we're working with (called a texel)
"vec4 texel = texture2D( tDiffuse, vUv );",
// calculate the new color
"float gray = texel.r*rPower + texel.g*gPower + texel.b*bPower;",
// return this new color
"gl_FragColor = vec4( vec3(gray), texel.w );",
"}"
].join("\n")
};
THREE.CustomBitShader = {
uniforms: {
"tDiffuse": {type: "t", value: null},
"bitSize": {type: "i", value: 4}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform int bitSize;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"float n = pow(float(bitSize),2.0);",
"float newR = floor(texel.r*n)/n;",
"float newG = floor(texel.g*n)/n;",
"float newB = floor(texel.b*n)/n;",
"gl_FragColor = vec4( vec3(newR,newG,newB), 1.0);",
"}"
].join("\n")
};
<!DOCTYPE html>
<html>
<head>
<title>Example 11.07 - custom shaderpass</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="../libs/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="../libs/postprocessing/ShaderPass.js"></script>
<script type="text/javascript" src="../libs/postprocessing/MaskPass.js"></script>
<script type="text/javascript" src="../libs/postprocessing/ShaderPass.js"></script>
<script type="text/javascript" src="../libs/postprocessing/RenderPass.js"></script>
<!-- https://github.com/mrdoob/three.js/tree/master/examples/js/shaders -->
<script type="text/javascript" src="../libs/shaders/CopyShader.js"></script>
<script type="text/javascript" src="custom-shader.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!--- Just create a very simple fragment shader that converts a color image to a grayscale image.-->
<!--- Using the following formula from wikipedia: Y' = 0.2126 R + 0.7152 G + 0.0722 B-->
<!--- Maybe convert a 32 bit image to an 8 bit image.-->
<!--- Is now a scale from 0 to 1.-->
<!--- Or just multiple with 256 and round and divide by 256.-->
<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.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 effectCopy = new THREE.ShaderPass(THREE.CopyShader);
effectCopy.renderToScreen = true;
var shaderPass = new THREE.ShaderPass(THREE.CustomGrayScaleShader);
shaderPass.enabled = false;
var bitPass = new THREE.ShaderPass(THREE.CustomBitShader);
bitPass.enabled = false;
var composer = new THREE.EffectComposer(webGLRenderer);
composer.addPass(renderPass);
composer.addPass(shaderPass);
composer.addPass(bitPass);
composer.addPass(effectCopy);
// setup the control gui
var controls = new function () {
this.grayScale = false;
this.rPower = 0.2126;
this.gPower = 0.7152;
this.bPower = 0.0722;
this.bitShader = false;
this.bitSize = 8;
this.updateEffectFilm = function () {
shaderPass.enabled = controls.grayScale;
shaderPass.uniforms.rPower.value = controls.rPower;
shaderPass.uniforms.gPower.value = controls.gPower;
shaderPass.uniforms.bPower.value = controls.bPower;
};
this.updateBit = function () {
bitPass.enabled = controls.bitShader;
bitPass.uniforms.bitSize.value = controls.bitSize;
}
};
var gui = new dat.GUI();
var grayMenu = gui.addFolder('gray scale');
grayMenu.add(controls, 'grayScale').onChange(controls.updateEffectFilm);
grayMenu.add(controls, 'rPower', 0, 1).onChange(controls.updateEffectFilm);
grayMenu.add(controls, 'gPower', 0, 1).onChange(controls.updateEffectFilm);
grayMenu.add(controls, 'bPower', 0, 1).onChange(controls.updateEffectFilm);
var bitMenu = gui.addFolder('bit');
bitMenu.add(controls, 'bitShader').onChange(controls.updateBit);
bitMenu.add(controls, 'bitSize', 2, 24).step(1).onChange(controls.updateBit);
// 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;
// planetMaterial.shininess = 150;
// 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);
// webGLRenderer.render(scene, camera);
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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