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-<!DOCTYPE html>
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-<html lang="en">
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-
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-<head>
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- <meta charset="utf-8">
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- <base href="../../../" />
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- <script src="list.js"></script>
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- <script src="page.js"></script>
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- <link type="text/css" rel="stylesheet" href="page.css" />
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-</head>
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-
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-<body>
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- <h1>[name]</h1>
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-
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- <p>
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- Starting with three.js R95, the engine supports rendering with a WebGL 2 context. By default three.js always uses a
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- WebGL 1 context when creating an instance of *WebGLRenderer*. If you want use a WebGL 2 context, please have a look
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- at the following workflow.
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- </p>
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-
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- <h2>Workflow</h2>
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-
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- <p>
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- Since WebGL 2 is not supported by all devices that support WebGL 1, it's important to check the respective availability.
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- To do so, please include [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/WebGL.js WebGL.js] into your project.
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- </p>
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-
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- <code>
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-import { WEBGL } from 'three/examples/jsm/WebGL.js';
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- </code>
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-
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- <p>
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- Next, use a code similar to the following in order to perform the availability check.
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- </p>
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-
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- <code>
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-
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-if ( WEBGL.isWebGL2Available() === false ) {
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-
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- document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
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-
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-}
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- </code>
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-
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- <p>
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- Now it's time to create the renderer by applying the HTML5 canvas element and the respective WebGL 2 context
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- to the constructor of *WebGLRenderer*. As a result, three.js will internally use the given context for rendering and
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- automatically convert the built-in material's shader code to GLSL ES 3.00.
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- </p>
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-
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- <p>
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- Since you are manually creating the WebGL 2 rendering context, you also have to pass in all necessary context attributes.
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- Note: It's not possible to modify these attributes after the context has been created, so passing them to the WebGLRenderer won't have any effect.
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- </p>
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-
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- <code>
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-var canvas = document.createElement( 'canvas' );
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-var context = canvas.getContext( 'webgl2', { alpha: false } );
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-var renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
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- </code>
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-
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- <p>
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- Sometimes it is necessary to write custom shader code. Use the following code template as a basis for your own
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- implementation. First, the GLSL ES 3.00 code.
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- </p>
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-
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- <code>
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-<script id="vs" type="x-shader/x-vertex">
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-#version 300 es
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-
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-void main() {
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-
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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-}
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-</script>
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-<script id="fs" type="x-shader/x-fragment">
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-#version 300 es
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-
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-precision highp float;
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-precision highp int;
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-out vec4 out_FragColor;
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-
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-void main() {
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-
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- out_FragColor = vec4( 1.0 );
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-
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-}
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-</script>
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- </code>
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- <p>
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- Second, the corresponding material creation in JavaScript.
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- </p>
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- <code>
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-var material = new THREE.ShaderMaterial( {
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- vertexShader: document.getElementById( 'vs' ).textContent.trim(),
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- fragmentShader: document.getElementById( 'fs' ).textContent.trim()
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-} );
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- </code>
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-
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- <h2>Next Steps</h2>
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-
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- <p>
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- Have a look at one of the official examples in order to see WebGL 2 features in action.<br /><br />
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-
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- [example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
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- [example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]<br />
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- [example:webgl2_multisampled_renderbuffers WebGL2 / multisampled renderbuffers]
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- </p>
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-
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- <h2>Supported features</h2>
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-
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- <p>
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- Right now, the engine does only support a subset of all existing WebGL 2 features. The following list provides an
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- overview about what's already available in the latest version of three.js.
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- <ul>
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- <li>3D Textures</li>
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- <li>2D Texture Arrays</li>
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- <li>Multisampled Renderbuffers</li>
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- <li>Non-power of two (POT) textures work just the same as POT textures now. No resizing is required for best quality.</li>
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- </ul>
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-
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- </p>
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-
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-</body>
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-
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-</html>
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