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Created September 28, 2018 12:13
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Simple shaders
<!DOCTYPE html>
<html>
<head>
<title>Example 11.04 - Shader Pass simple</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>
<!-- https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders -->
<script type="text/javascript" src="../libs96/OBJLoader.js"></script>
<script type="text/javascript" src="../libs96/MTLLoader.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/RenderPass.js"></script>
<script type="text/javascript" src="../libs96/postprocessing/MaskPass.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/BrightnessContrastShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/ColorifyShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/SepiaShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/RGBShiftShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/ColorCorrectionShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/MirrorShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/VignetteShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/HueSaturationShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/BlendShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/KaleidoShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/LuminosityShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/TechnicolorShader.js"></script>
<script type="text/javascript" src="../libs96/shaders/UnpackDepthRGBAShader.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(0xaaaaff));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMap.enabled = true;
webGLRenderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
// // position and point the camera to the center of the scene
camera.position.x = 20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(-15, -10, -25));
// add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.castShadow = true;
spotLight.position.set(0, 60, 50);
spotLight.intensity = 1;
spotLight.shadowMapWidth = 2048;
spotLight.shadowMapHeight = 2048;
spotLight.shadowCameraFov = 120;
spotLight.shadowCameraNear = 1;
spotLight.shadowCameraFar = 1000;
var ambiLight = new THREE.AmbientLight(0x444444);
scene.add(ambiLight);
scene.add(spotLight);
var plane = new THREE.BoxGeometry(1600, 1600, 0.1, 40, 40);
var cube = new THREE.Mesh(plane, new THREE.MeshPhongMaterial(
{
color: 0xffffff,
map: new THREE.TextureLoader().load("../assets96/textures/general/plaster-diffuse.jpg"),
normalMap: new THREE.TextureLoader().load("../assets96/textures/general/plaster-normal.jpg"),
normalScale: new THREE.Vector2(0.6, 0.6)
}));
cube.material.map.wrapS = THREE.RepeatWrapping;
cube.material.map.wrapT = THREE.RepeatWrapping;
cube.material.normalMap.wrapS = THREE.RepeatWrapping;
cube.material.normalMap.wrapT = THREE.RepeatWrapping;
cube.rotation.x = Math.PI / 2;
cube.material.map.repeat.set(80, 80);
cube.receiveShadow = true;
cube.position.z = -150;
cube.position.x = -150;
scene.add(cube);
var cube1 = new THREE.Mesh(new THREE.BoxGeometry(30, 10, 2), new THREE.MeshPhongMaterial({color: 0xff0000}));
cube1.position.x = -15;
cube1.position.y = 5;
cube1.position.z = 15;
cube1.castShadow = true;
scene.add(cube1);
var cube2 = cube1.clone();
cube2.material = cube1.material.clone();
cube2.material.color = new THREE.Color(0x00ff00);
cube2.position.z = 5;
cube2.position.x = -20;
scene.add(cube2);
var cube3 = cube1.clone();
cube3.material = cube1.material.clone();
cube3.material.color = new THREE.Color(0x0000ff);
cube3.position.z = -8;
cube3.position.x = -25;
scene.add(cube3);
var mesh;
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
var objLoader = new THREE.OBJLoader();
var mtlLoader = new THREE.MTLLoader();
mtlLoader
.setPath('../assets96/models/sol/')
.load( 'libertStatue.mtl', function ( materials ) {
materials.preload();
objLoader
.setPath( '../assets96/models/sol/' )
.setMaterials( materials )
.load( 'libertStatue.obj', function ( event ) {
var loadedMesh = event;
var geom = loadedMesh.children[0].geometry;
var uv3 = geom.faceVertexUvs[0][0];
var uv4 = geom.faceVertexUvs[0][10];
// fill in the missing ones
for (var j = 0; j < 7616 - 7206; j++) {
if (geom.faces[j + 7206] instanceof THREE.Face4) {
geom.faceVertexUvs[0].push(uv4);
} else {
geom.faceVertexUvs[0].push(uv4);
}
}
loadedMesh.children.forEach(function (e) {
e.castShadow = true
});
loadedMesh.scale.set(20, 20, 20);
mesh = loadedMesh;
mesh.position.x = 15;
mesh.position.z = 5;
scene.add(loadedMesh);
});
} );
var mirror = new THREE.ShaderPass(THREE.MirrorShader);
mirror.enabled = false;
var hue = new THREE.ShaderPass(THREE.HueSaturationShader);
hue.enabled = false;
var vignette = new THREE.ShaderPass(THREE.VignetteShader);
vignette.enabled = false;
var colorCorrection = new THREE.ShaderPass(THREE.ColorCorrectionShader);
colorCorrection.enabled = false;
var rgbShift = new THREE.ShaderPass(THREE.RGBShiftShader);
rgbShift.enabled = false;
var brightness = new THREE.ShaderPass(THREE.BrightnessContrastShader);
brightness.uniforms.brightness.value = 0;
brightness.uniforms.contrast.value = 0;
brightness.enabled = false;
brightness.uniforms.brightness.value = 0;
brightness.uniforms.contrast.value = 0;
var colorify = new THREE.ShaderPass(THREE.ColorifyShader);
colorify.uniforms.color.value = new THREE.Color(0xffffff);
colorify.enabled = false;
var sepia = new THREE.ShaderPass(THREE.SepiaShader);
sepia.uniforms.amount.value = 1;
sepia.enabled = false;
var kal = new THREE.ShaderPass(THREE.KaleidoShader);
kal.enabled = false;
var lum = new THREE.ShaderPass(THREE.LuminosityShader);
lum.enabled = false;
var techni = new THREE.ShaderPass(THREE.TechnicolorShader);
techni.enabled = false;
var unpack = new THREE.ShaderPass(THREE.UnpackDepthRGBAShader);
unpack.enabled = false;
var renderPass = new THREE.RenderPass(scene, camera);
var effectCopy = new THREE.ShaderPass(THREE.CopyShader);
effectCopy.renderToScreen = true;
var composer = new THREE.EffectComposer(webGLRenderer);
composer.addPass(renderPass);
composer.addPass(brightness);
composer.addPass(sepia);
composer.addPass(mirror);
composer.addPass(colorify);
composer.addPass(colorCorrection);
composer.addPass(rgbShift);
composer.addPass(vignette);
composer.addPass(hue);
composer.addPass(kal);
composer.addPass(lum);
composer.addPass(techni);
composer.addPass(unpack);
composer.addPass(effectCopy);
var controls = new function () {
this.brightness = 0.01;
this.contrast = 0.01;
this.select = 'none';
this.color = 0xffffff;
this.amount = 1;
this.powRGB_R = 2;
this.mulRGB_R = 1;
this.powRGB_G = 2;
this.mulRGB_G = 1;
this.powRGB_B = 2;
this.mulRGB_B = 1;
this.rgbAmount = 0.005;
this.angle = 0.0;
this.side = 1;
this.offset = 1;
this.darkness = 1;
this.hue = 0.01;
this.saturation = 0.01;
this.kalAngle = 0;
this.kalSides = 6;
this.rotate = false;
this.switchShader = function () {
switch (controls.select) {
case 'none' :
{
enableShader();
break;
}
case 'colorify' :
{
enableShader(colorify);
break;
}
case 'brightness' :
{
enableShader(brightness);
break;
}
case 'sepia' :
{
enableShader(sepia);
break;
}
case 'colorCorrection' :
{
enableShader(colorCorrection);
break;
}
case 'rgbShift' :
{
enableShader(rgbShift);
break;
}
case 'mirror' :
{
enableShader(mirror);
break;
}
case 'vignette' :
{
enableShader(vignette);
break;
}
case 'hueAndSaturation' :
{
enableShader(hue);
break;
}
case 'kaleidoscope' :
{
enableShader(kal);
break;
}
case 'luminosity' :
{
enableShader(lum);
break;
}
case 'technicolor' :
{
enableShader(techni);
break;
}
case 'unpackDepth' :
{
enableShader(unpack);
break;
}
}
};
this.changeBrightness = function () {
brightness.uniforms.brightness.value = controls.brightness;
brightness.uniforms.contrast.value = controls.contrast;
};
this.changeColor = function () {
colorify.uniforms.color.value = new THREE.Color(controls.color);
};
this.changeSepia = function () {
sepia.uniforms.amount.value = controls.amount;
};
this.changeCorrection = function () {
colorCorrection.uniforms.mulRGB.value = new THREE.Vector3(controls.mulRGB_R, controls.mulRGB_G, controls.mulRGB_B);
colorCorrection.uniforms.powRGB.value = new THREE.Vector3(controls.powRGB_R, controls.powRGB_G, controls.powRGB_B);
};
this.changeRGBShifter = function () {
rgbShift.uniforms.amount.value = controls.rgbAmount;
rgbShift.uniforms.angle.value = controls.angle;
};
this.changeMirror = function () {
mirror.uniforms.side.value = controls.side;
};
this.changeVignette = function () {
vignette.uniforms.darkness.value = controls.darkness;
vignette.uniforms.offset.value = controls.offset;
};
this.changeHue = function () {
hue.uniforms.hue.value = controls.hue;
hue.uniforms.saturation.value = controls.saturation;
};
this.changeKal = function () {
kal.uniforms.sides.value = controls.kalSides;
kal.uniforms.angle.value = controls.kalAngle;
};
function enableShader(shader) {
// we're not interested in the first or the last one
for (var i = 1; i < composer.passes.length - 1; i++) {
if (composer.passes[i] == shader) {
composer.passes[i].enabled = true;
} else {
composer.passes[i].enabled = false;
}
}
}
};
var gui = new dat.GUI();
gui.add(controls, "select", ['none', "colorify", 'brightness', 'sepia', 'colorCorrection', 'rgbShift', 'mirror', 'vignette', 'hueAndSaturation', 'kaleidoscope', 'luminosity', 'technicolor']).onChange(controls.switchShader);
gui.add(controls, "rotate");
var bnFolder = gui.addFolder("Brightness");
bnFolder.add(controls, "brightness", -1, 1).onChange(controls.changeBrightness);
bnFolder.add(controls, "contrast", -1, 1).onChange(controls.changeBrightness);
var clFolder = gui.addFolder("Colorify");
clFolder.addColor(controls, "color").onChange(controls.changeColor);
var colFolder = gui.addFolder('Color Correction');
colFolder.add(controls, "powRGB_R", 0, 5).onChange(controls.changeCorrection);
colFolder.add(controls, "powRGB_G", 0, 5).onChange(controls.changeCorrection);
colFolder.add(controls, "powRGB_B", 0, 5).onChange(controls.changeCorrection);
colFolder.add(controls, "mulRGB_R", 0, 5).onChange(controls.changeCorrection);
colFolder.add(controls, "mulRGB_G", 0, 5).onChange(controls.changeCorrection);
colFolder.add(controls, "mulRGB_B", 0, 5).onChange(controls.changeCorrection);
var sepiaFolder = gui.addFolder("Sepia");
sepiaFolder.add(controls, "amount", 0, 2).step(0.1).onChange(controls.changeSepia);
var shiftFolder = gui.addFolder("RGB Shift");
shiftFolder.add(controls, "rgbAmount", 0, 0.1).step(0.001).onChange(controls.changeRGBShifter);
shiftFolder.add(controls, "angle", 0, 3.14).step(0.001).onChange(controls.changeRGBShifter);
var mirrorFolder = gui.addFolder("mirror");
mirrorFolder.add(controls, "side", 0, 3).step(1).onChange(controls.changeMirror);
var vignetteFolder = gui.addFolder("vignette");
vignetteFolder.add(controls, "darkness", 0, 2).onChange(controls.changeVignette);
vignetteFolder.add(controls, "offset", 0, 2).onChange(controls.changeVignette);
var hueAndSat = gui.addFolder("hue and saturation");
hueAndSat.add(controls, "hue", -1, 1).step(0.01).onChange(controls.changeHue);
hueAndSat.add(controls, "saturation", -1, 1).step(0.01).onChange(controls.changeHue);
var kalMenu = gui.addFolder("Kaleidoscope");
kalMenu.add(controls, "kalAngle", -2 * Math.PI, 2 * Math.PI).onChange(controls.changeKal);
kalMenu.add(controls, "kalSides", 2, 20).onChange(controls.changeKal);
render();
function render() {
stats.update();
//
if (controls.rotate) {
if (mesh) mesh.rotation.y += 0.01;
cube1.rotation.y += 0.01;
cube2.rotation.y += 0.01;
cube3.rotation.y += 0.01;
}
requestAnimationFrame(render);
// webGLRenderer.render(scene, camera);
composer.render();
}
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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