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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 webgl - node material</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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+ body {
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+ color: #fff;
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+ font-family:Monospace;
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+ font-size:13px;
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+ margin: 0px;
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+ text-align:center;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ color: #fff;
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+ position: absolute;
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+ top: 10px;
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+ width: 100%;
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+ text-align: center;
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+ display:block;
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+ }
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+
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+ #waitScreen {
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+ color: #000;
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+ position: absolute;
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+ top: 50%;
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+ left: 50%;
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+ margin-top: -50px;
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+ margin-left: -50px;
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+ width: 100px;
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+ height: 100px;
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+ }
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+
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+ .hide {
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+ display:none;
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+ }
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+
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+ a { color: white }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="container"></div>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Material
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+ <br /><span class="button" id="preload">change preload</span>
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+ </div>
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+
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+ <div id="waitScreen">
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+ Loading ...
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+ </div>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script src='js/geometries/TeapotBufferGeometry.js'></script>
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+ <script src="js/controls/OrbitControls.js"></script>
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+ <script src="js/libs/dat.gui.min.js"></script>
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+
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+ <!-- NodeLibrary -->
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+ <script src="js/nodes/GLNode.js"></script>
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+ <script src="js/nodes/RawNode.js"></script>
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+ <script src="js/nodes/TempNode.js"></script>
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+ <script src="js/nodes/InputNode.js"></script>
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+ <script src="js/nodes/ConstNode.js"></script>
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+ <script src="js/nodes/VarNode.js"></script>
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+ <script src="js/nodes/FunctionNode.js"></script>
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+ <script src="js/nodes/FunctionCallNode.js"></script>
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+ <script src="js/nodes/AttributeNode.js"></script>
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+ <script src="js/nodes/NodeBuilder.js"></script>
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+ <script src="js/nodes/NodeLib.js"></script>
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+ <script src="js/nodes/NodeMaterial.js"></script>
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+
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+ <!-- Accessors -->
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+ <script src="js/nodes/accessors/PositionNode.js"></script>
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+ <script src="js/nodes/accessors/NormalNode.js"></script>
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+ <script src="js/nodes/accessors/UVNode.js"></script>
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+ <script src="js/nodes/accessors/ScreenUVNode.js"></script>
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+ <script src="js/nodes/accessors/ColorsNode.js"></script>
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+ <script src="js/nodes/accessors/CameraNode.js"></script>
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+ <script src="js/nodes/accessors/ReflectNode.js"></script>
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+ <script src="js/nodes/accessors/LightNode.js"></script>
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+
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+ <!-- Inputs -->
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+ <script src="js/nodes/inputs/IntNode.js"></script>
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+ <script src="js/nodes/inputs/FloatNode.js"></script>
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+ <script src="js/nodes/inputs/ColorNode.js"></script>
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+ <script src="js/nodes/inputs/Vector2Node.js"></script>
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+ <script src="js/nodes/inputs/Vector3Node.js"></script>
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+ <script src="js/nodes/inputs/Vector4Node.js"></script>
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+ <script src="js/nodes/inputs/TextureNode.js"></script>
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+ <script src="js/nodes/inputs/CubeTextureNode.js"></script>
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+
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+ <!-- Math -->
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+ <script src="js/nodes/math/Math1Node.js"></script>
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+ <script src="js/nodes/math/Math2Node.js"></script>
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+ <script src="js/nodes/math/Math3Node.js"></script>
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+ <script src="js/nodes/math/OperatorNode.js"></script>
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+
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+ <!-- Utils -->
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+ <script src="js/nodes/utils/SwitchNode.js"></script>
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+ <script src="js/nodes/utils/JoinNode.js"></script>
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+ <script src="js/nodes/utils/TimerNode.js"></script>
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+ <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
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+ <script src="js/nodes/utils/VelocityNode.js"></script>
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+ <script src="js/nodes/utils/LuminanceNode.js"></script>
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+ <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
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+ <script src="js/nodes/utils/NoiseNode.js"></script>
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+ <script src="js/nodes/utils/ResolutionNode.js"></script>
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+ <script src="js/nodes/utils/BumpNode.js"></script>
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+ <script src="js/nodes/utils/BlurNode.js"></script>
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+
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+ <!-- Phong Material -->
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+ <script src="js/nodes/materials/PhongNode.js"></script>
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+ <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
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+
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+ <!-- Standard Material -->
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+ <script src="js/nodes/materials/StandardNode.js"></script>
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+ <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
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+
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+ <script>
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+
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+ /* global THREE */
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+
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+ var container = document.getElementById( 'container' );
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+
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+ var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
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+ var teapot;
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+ var controls;
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+ var move = false;
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+ var rtTexture, rtMaterial;
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+ var meshes = [];
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+ /*var gui, guiElements = [];*/
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+ var textures = {
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+ brick : { url : 'textures/brick_diffuse.jpg' },
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+ grass : { url : 'textures/terrain/grasslight-big.jpg' },
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+ grassNormal : { url : 'textures/terrain/grasslight-big-nm.jpg' },
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+ decalDiffuse : { url : 'textures/decal/decal-diffuse.png' },
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+ cloud : { url : 'textures/lava/cloud.png' },
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+ spherical : { url : 'textures/envmap.png' }
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+ };
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+
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+ var param = { example: 'standard' };
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+
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+ function getTexture( name ) {
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+
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+ var texture = textures[ name ].texture;
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+
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+ if ( ! texture ) {
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+
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+ texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
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+ texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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+
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+ }
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+
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+ return texture;
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+
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+ }
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+
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+ var cubemap = function() {
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+
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+ var path = "textures/cube/Park2/";
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+ var format = '.jpg';
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+ var urls = [
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+ path + 'posx' + format, path + 'negx' + format,
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+ path + 'posy' + format, path + 'negy' + format,
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+ path + 'posz' + format, path + 'negz' + format
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+ ];
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+
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+ var textureCube = new THREE.CubeTextureLoader().load( urls );
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+ textureCube.format = THREE.RGBFormat;
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+
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+ return textureCube;
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+
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+ }();
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+
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+ document.getElementById( "preload" ).addEventListener( 'click', function() {
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+
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+ var hash = document.location.hash.substr( 1 );
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+
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+ if ( hash.length === 0 ) {
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+ window.location.hash = "#NoPreLoad"
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+ } else {
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+ window.location.hash = ""
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+ }
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+
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+ location.reload(true);
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+
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+ }, false );
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+
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+ window.addEventListener( 'load', init );
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+
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+ var materials = ['standard',
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+ 'physical',
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+ 'phong',
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+ 'layers',
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+ 'rim',
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+ 'color-adjustment',
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+ 'bump',
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+ 'blur',
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+ 'spherical-reflection',
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+ 'fresnel',
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+ 'saturation',
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+ 'top-bottom',
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+ 'skin',
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+ 'skin-phong',
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+ 'caustic',
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+ 'displace',
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+ 'plush',
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+ 'toon',
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+ 'camera-depth',
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+ 'soft-body',
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+ 'wave',
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+ 'triangle-blur',
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+ 'expression',
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+ 'sss',
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+ 'translucent',
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+ 'smoke',
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+ 'firefly',
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+ 'reserved-keywords',
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+ 'varying',
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+ 'custom-attribute']
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+
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+ function init() {
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ container.appendChild( renderer.domElement );
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+
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+ scene = new THREE.Scene();
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+
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+ camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.x = 0;
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+ camera.position.z = - 300;
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+ camera.position.y = 200;
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+ camera.target = new THREE.Vector3();
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+
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+ controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.minDistance = 50;
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+ controls.maxDistance = 400;
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+
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+ scene.add( new THREE.AmbientLight( 0x464646 ) );
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+
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+ var light = new THREE.DirectionalLight( 0xffddcc, 1 );
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+ light.position.set( 1, 0.75, 0.5 );
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+ scene.add( light );
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+
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+ var light = new THREE.DirectionalLight( 0xccccff, 1 );
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+ light.position.set( - 1, 0.75, - 0.5 );
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+ scene.add( light );
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+
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+ teapot = new THREE.TeapotBufferGeometry( 15, 18 );
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+
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+ var itemsonrow = 10;
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+
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+ for (var i = 0 ; i< itemsonrow * itemsonrow; i ++ ){
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+
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+ var mesh = new THREE.Mesh( teapot );
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+
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+ mesh.position.x = 50 *(i%itemsonrow) -50*itemsonrow/2;
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+ mesh.position.z = 50*Math.floor(i/itemsonrow)-150;
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+ updateMaterial(mesh, materials[Math.floor(Math.random()*30)]);
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+ scene.add( mesh );
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+ meshes.push(mesh);
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+ }
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ var hash = document.location.hash.substr( 1 );
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+
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+ if ( hash.length === 0 ) {
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+
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+ renderer.compileMaterials(scene,camera);
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+
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+ }
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+
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+ document.getElementById("waitScreen").className = "hide";
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+
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+ setTimeout(function() {
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+
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+ onWindowResize();
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+ animate();
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+
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+ }, 1);
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+
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+ }
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+
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+ function updateMaterial(mesh, name) {
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+
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+ move = false;
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+
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+ if ( mesh.material ) mesh.material.dispose();
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+
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+ if ( rtTexture ) {
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+
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+ rtTexture.dispose();
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+ rtTexture = null;
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+
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+ }
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+
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+ if ( rtMaterial ) {
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+
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+ rtMaterial.dispose();
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+ rtMaterial = null;
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+
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+ }
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+
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+ var mtl;
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+
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+
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+ switch ( name ) {
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+
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+ case 'phong':
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+
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+ // MATERIAL
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+
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+ mtl = new THREE.PhongNodeMaterial();
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+
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+ //mtl.color = // albedo (vec3)
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+ //mtl.alpha = // opacity (float)
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+ //mtl.specular = // specular color (vec3)
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+ //mtl.shininess = // shininess (float)
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+ //mtl.normal = // normalmap (vec3)
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+ //mtl.normalScale = // normalmap scale (vec2)
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+ //mtl.emissive = // emissive color (vec3)
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+ //mtl.ambient = // ambient color (vec3)
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+ //mtl.shadow = // shadowmap (vec3)
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+ //mtl.light = // custom-light (vec3)
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+ //mtl.ao = // ambient occlusion (float)
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+ //mtl.light = // input/output light (vec3)
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+ //mtl.environment = // reflection/refraction (vec3)
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+ //mtl.environmentAlpha = // environment alpha (float)
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+ //mtl.transform = // vertex transformation (vec3)
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+
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+ var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
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+
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+ mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
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+ mtl.specular = new THREE.FloatNode( .5 );
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+ mtl.shininess = new THREE.FloatNode( 15 );
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+ mtl.environment = new THREE.CubeTextureNode( cubemap );
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+ mtl.environmentAlpha = mask;
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+ mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
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+ mtl.normalScale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
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+
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+ break;
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+
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+ case 'standard':
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+
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+ // MATERIAL
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+
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+ mtl = new THREE.StandardNodeMaterial();
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+
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+ //mtl.color = // albedo (vec3)
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+ //mtl.alpha = // opacity (float)
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+ //mtl.roughness = // roughness (float)
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+ //mtl.metalness = // metalness (float)
|
|
|
|
+ //mtl.normal = // normalmap (vec3)
|
|
|
|
+ //mtl.normalScale = // normalmap scale (vec2)
|
|
|
|
+ //mtl.emissive = // emissive color (vec3)
|
|
|
|
+ //mtl.ambient = // ambient color (vec3)
|
|
|
|
+ //mtl.shadow = // shadowmap (vec3)
|
|
|
|
+ //mtl.light = // custom-light (vec3)
|
|
|
|
+ //mtl.ao = // ambient occlusion (float)
|
|
|
|
+ //mtl.environment = // reflection/refraction (vec3)
|
|
|
|
+ //mtl.transform = // vertex transformation (vec3)
|
|
|
|
+
|
|
|
|
+ var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
|
|
|
|
+
|
|
|
|
+ var normalScale = new THREE.FloatNode( .3 );
|
|
|
|
+
|
|
|
|
+ var roughnessA = new THREE.FloatNode( .5 );
|
|
|
|
+ var metalnessA = new THREE.FloatNode( Math.random() );
|
|
|
|
+
|
|
|
|
+ var roughnessB = new THREE.FloatNode( 0 );
|
|
|
|
+ var metalnessB = new THREE.FloatNode( 1 );
|
|
|
|
+
|
|
|
|
+ var roughness = new THREE.Math3Node(
|
|
|
|
+ roughnessA,
|
|
|
|
+ roughnessB,
|
|
|
|
+ mask,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var metalness = new THREE.Math3Node(
|
|
|
|
+ metalnessA,
|
|
|
|
+ metalnessB,
|
|
|
|
+ mask,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var normalMask = new THREE.OperatorNode(
|
|
|
|
+ new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
|
|
|
|
+ normalScale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.ColorNode( 0xEEEEEE );
|
|
|
|
+ mtl.roughness = roughness;
|
|
|
|
+ mtl.metalness = metalness;
|
|
|
|
+ mtl.environment = new THREE.CubeTextureNode( cubemap );
|
|
|
|
+ mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
|
|
|
|
+ mtl.normalScale = normalMask;
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'physical':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.StandardNodeMaterial();
|
|
|
|
+
|
|
|
|
+ //mtl.color = // albedo (vec3)
|
|
|
|
+ //mtl.alpha = // opacity (float)
|
|
|
|
+ //mtl.roughness = // roughness (float)
|
|
|
|
+ //mtl.metalness = // metalness (float)
|
|
|
|
+ //mtl.reflectivity = // reflectivity (float)
|
|
|
|
+ //mtl.clearCoat = // clearCoat (float)
|
|
|
|
+ //mtl.clearCoatRoughness = // clearCoatRoughness (float)
|
|
|
|
+ //mtl.normal = // normalmap (vec3)
|
|
|
|
+ //mtl.normalScale = // normalmap scale (vec2)
|
|
|
|
+ //mtl.emissive = // emissive color (vec3)
|
|
|
|
+ //mtl.ambient = // ambient color (vec3)
|
|
|
|
+ //mtl.shadow = // shadowmap (vec3)
|
|
|
|
+ //mtl.light = // custom-light (vec3)
|
|
|
|
+ //mtl.ao = // ambient occlusion (float)
|
|
|
|
+ //mtl.environment = // reflection/refraction (vec3)
|
|
|
|
+ //mtl.transform = // vertex transformation (vec3)
|
|
|
|
+
|
|
|
|
+ var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
|
|
|
|
+
|
|
|
|
+ var normalScale = new THREE.FloatNode( .3 );
|
|
|
|
+
|
|
|
|
+ var roughnessA = new THREE.FloatNode( Math.random() );
|
|
|
|
+ var metalnessA = new THREE.FloatNode( .5 );
|
|
|
|
+
|
|
|
|
+ var roughnessB = new THREE.FloatNode( 0 );
|
|
|
|
+ var metalnessB = new THREE.FloatNode( 1 );
|
|
|
|
+
|
|
|
|
+ var reflectivity = new THREE.FloatNode( 0 );
|
|
|
|
+ var clearCoat = new THREE.FloatNode( 1 );
|
|
|
|
+ var clearCoatRoughness = new THREE.FloatNode( 1 );
|
|
|
|
+
|
|
|
|
+ var roughness = new THREE.Math3Node(
|
|
|
|
+ roughnessA,
|
|
|
|
+ roughnessB,
|
|
|
|
+ mask,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var metalness = new THREE.Math3Node(
|
|
|
|
+ metalnessA,
|
|
|
|
+ metalnessB,
|
|
|
|
+ mask,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var normalMask = new THREE.OperatorNode(
|
|
|
|
+ new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
|
|
|
|
+ normalScale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.ColorNode( 0xEEEEEE );
|
|
|
|
+ mtl.roughness = roughness;
|
|
|
|
+ mtl.metalness = metalness;
|
|
|
|
+ mtl.reflectivity = reflectivity;
|
|
|
|
+ mtl.clearCoat = clearCoat;
|
|
|
|
+ mtl.clearCoatRoughness = clearCoatRoughness;
|
|
|
|
+ mtl.environment = new THREE.CubeTextureNode( cubemap );
|
|
|
|
+ mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
|
|
|
|
+ mtl.normalScale = normalMask;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'wave':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var time = new THREE.TimerNode();
|
|
|
|
+ var speed = new THREE.FloatNode( Math.random() * 10 );
|
|
|
|
+ var scale = new THREE.FloatNode( 1 );
|
|
|
|
+ var worldScale = new THREE.FloatNode( .4 );
|
|
|
|
+ var colorA = new THREE.ColorNode( 0xFFFFFF );
|
|
|
|
+ var colorB = new THREE.ColorNode( 0x0054df );
|
|
|
|
+
|
|
|
|
+ var uv = new THREE.UVNode();
|
|
|
|
+
|
|
|
|
+ var timeScale = new THREE.OperatorNode(
|
|
|
|
+ time,
|
|
|
|
+ speed,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var worldScl = new THREE.OperatorNode(
|
|
|
|
+ new THREE.PositionNode(),
|
|
|
|
+ worldScale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var posContinuous = new THREE.OperatorNode(
|
|
|
|
+ worldScl,
|
|
|
|
+ timeScale,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
|
|
|
|
+ wave = new THREE.SwitchNode( wave, 'x' );
|
|
|
|
+
|
|
|
|
+ var waveScale = new THREE.OperatorNode(
|
|
|
|
+ wave,
|
|
|
|
+ scale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var displaceY = new THREE.JoinNode(
|
|
|
|
+ new THREE.FloatNode(),
|
|
|
|
+ waveScale,
|
|
|
|
+ new THREE.FloatNode()
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var displace = new THREE.OperatorNode(
|
|
|
|
+ new THREE.NormalNode(),
|
|
|
|
+ displaceY,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var blend = new THREE.OperatorNode(
|
|
|
|
+ new THREE.PositionNode(),
|
|
|
|
+ displaceY,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.Math3Node(
|
|
|
|
+ colorB,
|
|
|
|
+ colorA,
|
|
|
|
+ wave,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = color;
|
|
|
|
+ mtl.transform = blend;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'rim':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var intensity = 1.3;
|
|
|
|
+ var power = new THREE.FloatNode( 3 );
|
|
|
|
+ var color = new THREE.ColorNode( Math.floor(0xFFFFFF * Math.random() ));
|
|
|
|
+
|
|
|
|
+ var viewZ = new THREE.Math2Node(
|
|
|
|
+ new THREE.NormalNode( THREE.NormalNode.VIEW ),
|
|
|
|
+ new THREE.Vector3Node( 0, 0, - intensity ),
|
|
|
|
+ THREE.Math2Node.DOT
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var rim = new THREE.OperatorNode(
|
|
|
|
+ viewZ,
|
|
|
|
+ new THREE.FloatNode( intensity ),
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var rimPower = new THREE.Math2Node(
|
|
|
|
+ rim,
|
|
|
|
+ power,
|
|
|
|
+ THREE.Math2Node.POW
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var rimColor = new THREE.OperatorNode(
|
|
|
|
+ rimPower,
|
|
|
|
+ color,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.ColorNode( 0x111111 );
|
|
|
|
+ mtl.emissive = rimColor;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'color-adjustment':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var texture = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+
|
|
|
|
+ var hue = new THREE.FloatNode();
|
|
|
|
+ var sataturation = new THREE.FloatNode( Math.random() * 2 );
|
|
|
|
+ var vibrance = new THREE.FloatNode();
|
|
|
|
+ var brightness = new THREE.FloatNode( 0 );
|
|
|
|
+ var contrast = new THREE.FloatNode( 1 );
|
|
|
|
+
|
|
|
|
+ var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
|
|
|
|
+ var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
|
|
|
|
+ var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
|
|
|
|
+ var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
|
|
|
|
+ var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
|
|
|
|
+
|
|
|
|
+ mtl.color = contrastNode;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'bump':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+
|
|
|
|
+ var bump = new THREE.BumpNode( new THREE.TextureNode( getTexture( "brick" ) ) );
|
|
|
|
+ bump.scale = new THREE.Vector2Node( - 1.5 + Math.random() * 3, - 1.5 + Math.random() * 3);
|
|
|
|
+
|
|
|
|
+ mtl.color = diffuse;
|
|
|
|
+ mtl.normal = bump;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'blur':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+
|
|
|
|
+ var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
|
|
|
|
+
|
|
|
|
+ mtl.color = blur;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'spherical-reflection':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'fresnel':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var reflectance = new THREE.FloatNode( 1.3 );
|
|
|
|
+ var power = new THREE.FloatNode( 1 );
|
|
|
|
+ var color = new THREE.CubeTextureNode( cubemap );
|
|
|
|
+
|
|
|
|
+ var viewZ = new THREE.Math2Node(
|
|
|
|
+ new THREE.NormalNode( THREE.NormalNode.VIEW ),
|
|
|
|
+ new THREE.Vector3Node( 0, 0, - 1 ),
|
|
|
|
+ THREE.Math2Node.DOT
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var theta = new THREE.OperatorNode(
|
|
|
|
+ viewZ,
|
|
|
|
+ new THREE.FloatNode( 1 ),
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var thetaPower = new THREE.Math2Node(
|
|
|
|
+ theta,
|
|
|
|
+ power,
|
|
|
|
+ THREE.Math2Node.POW
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var fresnel = new THREE.OperatorNode(
|
|
|
|
+ reflectance,
|
|
|
|
+ thetaPower,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.ColorNode( Math.floor( 0xFFFFFF * Math.random() ) );
|
|
|
|
+ mtl.environment = color;
|
|
|
|
+ mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'layers':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
|
|
|
|
+ var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+
|
|
|
|
+ var offset = new THREE.FloatNode( 0 );
|
|
|
|
+ var scale = new THREE.FloatNode( Math.random() );
|
|
|
|
+ var uv = new THREE.UVNode();
|
|
|
|
+
|
|
|
|
+ var uvOffset = new THREE.OperatorNode(
|
|
|
|
+ offset,
|
|
|
|
+ uv,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var uvScale = new THREE.OperatorNode(
|
|
|
|
+ uvOffset,
|
|
|
|
+ scale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
|
|
|
|
+ var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
|
|
|
|
+
|
|
|
|
+ var blend = new THREE.Math3Node(
|
|
|
|
+ tex1,
|
|
|
|
+ tex2,
|
|
|
|
+ maskAlphaChannel,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = blend;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'saturation':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.StandardNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var tex = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+ var sat = new THREE.FloatNode( Math.random() );
|
|
|
|
+
|
|
|
|
+ var satrgb = new THREE.FunctionNode( [
|
|
|
|
+ "vec3 satrgb(vec3 rgb, float adjustment) {",
|
|
|
|
+ //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
|
|
|
|
+ " vec3 intensity = vec3(dot(rgb, LUMA));",
|
|
|
|
+ " return mix(intensity, rgb, adjustment);",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ) );
|
|
|
|
+
|
|
|
|
+ var saturation = new THREE.FunctionCallNode( satrgb );
|
|
|
|
+ saturation.inputs.rgb = tex;
|
|
|
|
+ saturation.inputs.adjustment = sat;
|
|
|
|
+
|
|
|
|
+ // or try
|
|
|
|
+
|
|
|
|
+ //saturation.inputs[0] = tex;
|
|
|
|
+ //saturation.inputs[1] = sat;
|
|
|
|
+
|
|
|
|
+ mtl.color = saturation;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'top-bottom':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var top = new THREE.TextureNode( getTexture( "grass" ) );
|
|
|
|
+ var bottom = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+
|
|
|
|
+ var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
|
|
|
|
+ var normalY = new THREE.SwitchNode( normal, 'y' );
|
|
|
|
+
|
|
|
|
+ var hard = new THREE.FloatNode( Math.random() * 9 );
|
|
|
|
+ var offset = new THREE.FloatNode( - 2.5 );
|
|
|
|
+
|
|
|
|
+ var hardClamp = new THREE.OperatorNode(
|
|
|
|
+ normalY,
|
|
|
|
+ hard,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var offsetClamp = new THREE.OperatorNode(
|
|
|
|
+ hardClamp,
|
|
|
|
+ offset,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
|
|
|
|
+
|
|
|
|
+ var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
|
|
|
|
+
|
|
|
|
+ mtl.color = blend;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'displace':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var time = new THREE.TimerNode();
|
|
|
|
+ var scale = new THREE.FloatNode( Math.random() * 2 );
|
|
|
|
+ var speed = new THREE.FloatNode( .2 );
|
|
|
|
+ var colorA = new THREE.ColorNode( 0xFFFFFF );
|
|
|
|
+ var colorB = new THREE.ColorNode( 0x0054df );
|
|
|
|
+
|
|
|
|
+ var uv = new THREE.UVNode();
|
|
|
|
+
|
|
|
|
+ var timeScl = new THREE.OperatorNode(
|
|
|
|
+ time,
|
|
|
|
+ speed,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var displaceOffset = new THREE.OperatorNode(
|
|
|
|
+ timeScl,
|
|
|
|
+ uv,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
|
|
|
|
+ var texArea = new THREE.SwitchNode( tex, 'w' );
|
|
|
|
+
|
|
|
|
+ var displace = new THREE.OperatorNode(
|
|
|
|
+ new THREE.NormalNode(),
|
|
|
|
+ texArea,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var displaceScale = new THREE.OperatorNode(
|
|
|
|
+ displace,
|
|
|
|
+ scale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var blend = new THREE.OperatorNode(
|
|
|
|
+ new THREE.PositionNode(),
|
|
|
|
+ displaceScale,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.Math3Node(
|
|
|
|
+ colorB,
|
|
|
|
+ colorA,
|
|
|
|
+ texArea,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = mtl.specular = new THREE.ColorNode( 0 );
|
|
|
|
+ mtl.emissive = color;
|
|
|
|
+ mtl.transform = blend;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'smoke':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var time = new THREE.TimerNode();
|
|
|
|
+ var uv = new THREE.UVNode();
|
|
|
|
+
|
|
|
|
+ var timeSpeedA = new THREE.OperatorNode(
|
|
|
|
+ time,
|
|
|
|
+ new THREE.Vector2Node( Math.random() * 0.3, Math.random() * 0.1 ),
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var timeSpeedB = new THREE.OperatorNode(
|
|
|
|
+ time,
|
|
|
|
+ new THREE.Vector2Node( Math.random() * 0.15, Math.random() * 0.4 ),
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var uvOffsetA = new THREE.OperatorNode(
|
|
|
|
+ timeSpeedA,
|
|
|
|
+ uv,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var uvOffsetB = new THREE.OperatorNode(
|
|
|
|
+ timeSpeedB,
|
|
|
|
+ uv,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
|
|
|
|
+ var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
|
|
|
|
+
|
|
|
|
+ var clouds = new THREE.OperatorNode(
|
|
|
|
+ cloudA,
|
|
|
|
+ cloudB,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.environment = new THREE.ColorNode( 0xFFFFFF );
|
|
|
|
+ mtl.alpha = clouds;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'camera-depth':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ var colorA = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ var colorB = new THREE.ColorNode( 0x0054df );
|
|
|
|
+
|
|
|
|
+ var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
|
|
|
|
+ depth.near.number = 1;
|
|
|
|
+ depth.far.number = 200;
|
|
|
|
+
|
|
|
|
+ var colors = new THREE.Math3Node(
|
|
|
|
+ colorB,
|
|
|
|
+ colorA,
|
|
|
|
+ depth,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+ mtl.color = colors;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'caustic':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.StandardNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var hash2 = new THREE.FunctionNode( [
|
|
|
|
+ "vec2 hash2(vec2 p) {",
|
|
|
|
+ " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ) );
|
|
|
|
+
|
|
|
|
+ var voronoi = new THREE.FunctionNode( [
|
|
|
|
+ // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
|
|
|
|
+ "float voronoi(vec2 p, in float time) {",
|
|
|
|
+ " vec2 n = floor(p);",
|
|
|
|
+ " vec2 f = fract(p);",
|
|
|
|
+ " float md = 5.0;",
|
|
|
|
+ " vec2 m = vec2(0.0);",
|
|
|
|
+ " for (int i = -1; i <= 1; i++) {",
|
|
|
|
+ " for (int j = -1; j <= 1; j++) {",
|
|
|
|
+ " vec2 g = vec2(i, j);",
|
|
|
|
+ " vec2 o = hash2(n + g);",
|
|
|
|
+ " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
|
|
|
|
+ " vec2 r = g + o - f;",
|
|
|
|
+ " float d = dot(r, r);",
|
|
|
|
+ " if (d < md) {",
|
|
|
|
+ " md = d;",
|
|
|
|
+ " m = n+g+o;",
|
|
|
|
+ " }",
|
|
|
|
+ " }",
|
|
|
|
+ " }",
|
|
|
|
+ " return md;",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
|
|
|
|
+
|
|
|
|
+ var voronoiLayers = new THREE.FunctionNode( [
|
|
|
|
+ // based on https://www.shadertoy.com/view/4tXSDf
|
|
|
|
+ "float voronoiLayers(vec2 p, in float time) {",
|
|
|
|
+ " float v = 0.0;",
|
|
|
|
+ " float a = 0.4;",
|
|
|
|
+ " for (int i = 0; i < 3; i++) {",
|
|
|
|
+ " v += voronoi(p, time) * a;",
|
|
|
|
+ " p *= 2.0;",
|
|
|
|
+ " a *= 0.5;",
|
|
|
|
+ " }",
|
|
|
|
+ " return v;",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
|
|
|
|
+
|
|
|
|
+ var time = new THREE.TimerNode();
|
|
|
|
+ var timeScale = new THREE.FloatNode( 2 );
|
|
|
|
+
|
|
|
|
+ var alpha = new THREE.FloatNode( Math.random() * 1 );
|
|
|
|
+ var scale = new THREE.FloatNode( .1 );
|
|
|
|
+ var intensity = new THREE.FloatNode( 1.5 );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.ColorNode( 0xFFFFFF );
|
|
|
|
+ var colorA = new THREE.ColorNode( 0xFFFFFF );
|
|
|
|
+ var colorB = new THREE.ColorNode( 0x0054df );
|
|
|
|
+
|
|
|
|
+ var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
|
|
|
|
+ var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
|
|
|
|
+
|
|
|
|
+ var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
|
|
|
|
+
|
|
|
|
+ var mask = new THREE.SwitchNode( worldNormal, 'y' );
|
|
|
|
+
|
|
|
|
+ // clamp0at1
|
|
|
|
+ mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
|
|
|
|
+
|
|
|
|
+ var timeOffset = new THREE.OperatorNode(
|
|
|
|
+ time,
|
|
|
|
+ timeScale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var uvPos = new THREE.OperatorNode(
|
|
|
|
+ worldPosTop,
|
|
|
|
+ scale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var voronoi = new THREE.FunctionCallNode( voronoiLayers );
|
|
|
|
+ voronoi.inputs.p = uvPos;
|
|
|
|
+ voronoi.inputs.time = timeOffset;
|
|
|
|
+
|
|
|
|
+ var maskCaustic = new THREE.OperatorNode(
|
|
|
|
+ alpha,
|
|
|
|
+ mask,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var voronoiIntensity = new THREE.OperatorNode(
|
|
|
|
+ voronoi,
|
|
|
|
+ intensity,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var voronoiColors = new THREE.Math3Node(
|
|
|
|
+ colorB,
|
|
|
|
+ colorA,
|
|
|
|
+ new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var caustic = new THREE.Math3Node(
|
|
|
|
+ color,
|
|
|
|
+ voronoiColors,
|
|
|
|
+ maskCaustic,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var causticLights = new THREE.OperatorNode(
|
|
|
|
+ voronoiIntensity,
|
|
|
|
+ maskCaustic,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = caustic;
|
|
|
|
+ mtl.ambient = causticLights;
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'soft-body':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ move = true;
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.StandardNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var scale = new THREE.FloatNode( Math.random() * 2 );
|
|
|
|
+ var colorA = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ var colorB = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+
|
|
|
|
+ var pos = new THREE.PositionNode();
|
|
|
|
+ var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
|
|
|
|
+
|
|
|
|
+ var mask = new THREE.SwitchNode( posNorm, 'y' );
|
|
|
|
+
|
|
|
|
+ var velocity = new THREE.VelocityNode( mesh, {
|
|
|
|
+ type: 'elastic',
|
|
|
|
+ spring: Math.random(),
|
|
|
|
+ friction: Math.random()
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ var velocityArea = new THREE.OperatorNode(
|
|
|
|
+ mask,
|
|
|
|
+ scale,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var softVelocity = new THREE.OperatorNode(
|
|
|
|
+ velocity,
|
|
|
|
+ velocityArea,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var softPosition = new THREE.OperatorNode(
|
|
|
|
+ new THREE.PositionNode(),
|
|
|
|
+ softVelocity,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var colors = new THREE.Math3Node(
|
|
|
|
+ colorB,
|
|
|
|
+ colorA,
|
|
|
|
+ mask,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = colors;
|
|
|
|
+ mtl.transform = softPosition;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'plush':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var color = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ var mildness = new THREE.FloatNode( 1.6 );
|
|
|
|
+ var fur = new THREE.FloatNode( .5 );
|
|
|
|
+
|
|
|
|
+ var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
|
|
|
|
+ var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
|
|
|
|
+
|
|
|
|
+ var viewZ = new THREE.Math2Node(
|
|
|
|
+ posDirection,
|
|
|
|
+ norDirection,
|
|
|
|
+ THREE.Math2Node.DOT
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ // without luma correction for now
|
|
|
|
+ var mildnessColor = new THREE.OperatorNode(
|
|
|
|
+ color,
|
|
|
|
+ mildness,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var furScale = new THREE.OperatorNode(
|
|
|
|
+ viewZ,
|
|
|
|
+ fur,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = color;
|
|
|
|
+ mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
|
|
|
|
+ mtl.normalScale = furScale;
|
|
|
|
+ mtl.environment = mildnessColor;
|
|
|
|
+ mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
|
|
|
|
+ mtl.shininess = new THREE.FloatNode( 0 );
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'skin':
|
|
|
|
+ case 'skin-phong':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var skinColor = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ var bloodColor = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ var wrapLight = new THREE.FloatNode( 1.5 );
|
|
|
|
+ var wrapShadow = new THREE.FloatNode( 0 );
|
|
|
|
+
|
|
|
|
+ var directLight = new THREE.LightNode();
|
|
|
|
+
|
|
|
|
+ var lightLuminance = new THREE.LuminanceNode( directLight );
|
|
|
|
+
|
|
|
|
+ var lightWrap = new THREE.Math3Node(
|
|
|
|
+ wrapShadow,
|
|
|
|
+ wrapLight,
|
|
|
|
+ lightLuminance,
|
|
|
|
+ THREE.Math3Node.SMOOTHSTEP
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var lightTransition = new THREE.OperatorNode(
|
|
|
|
+ lightWrap,
|
|
|
|
+ new THREE.ConstNode( THREE.ConstNode.PI2 ),
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
|
|
|
|
+
|
|
|
|
+ var wrappedLightColor = new THREE.OperatorNode(
|
|
|
|
+ wrappedLight,
|
|
|
|
+ bloodColor,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
|
|
|
|
+
|
|
|
|
+ var totalLight = new THREE.OperatorNode(
|
|
|
|
+ directLight,
|
|
|
|
+ bloodArea,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = skinColor;
|
|
|
|
+ mtl.light = totalLight;
|
|
|
|
+
|
|
|
|
+ if ( name == 'skin' ) {
|
|
|
|
+
|
|
|
|
+ // StandardNodeMaterial
|
|
|
|
+
|
|
|
|
+ mtl.metalness = new THREE.FloatNode( 0 );
|
|
|
|
+ mtl.roughness = new THREE.FloatNode( 1 );
|
|
|
|
+ mtl.reflectivity = new THREE.FloatNode( 0 );
|
|
|
|
+ mtl.clearCoat = new THREE.FloatNode( .2 );
|
|
|
|
+ mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
|
|
|
|
+ mtl.environment = new THREE.CubeTextureNode( cubemap );
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ // PhongNodeMaterial
|
|
|
|
+
|
|
|
|
+ mtl.specular = new THREE.ColorNode( 0x2f2e2d );
|
|
|
|
+ mtl.shininess = new THREE.FloatNode( 15 );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'toon':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var count = new THREE.FloatNode( 3.43 );
|
|
|
|
+ var sceneDirectLight = new THREE.LightNode();
|
|
|
|
+ var color = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+
|
|
|
|
+ var lineColor = new THREE.ColorNode( 0xFF0000 );
|
|
|
|
+ var lineSize = new THREE.FloatNode( 0.23 );
|
|
|
|
+ var lineInner = new THREE.FloatNode( 0 );
|
|
|
|
+
|
|
|
|
+ // CEL
|
|
|
|
+
|
|
|
|
+ var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
|
|
|
|
+
|
|
|
|
+ var preCelLight = new THREE.OperatorNode(
|
|
|
|
+ lightLuminance,
|
|
|
|
+ count,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var celLight = new THREE.Math1Node(
|
|
|
|
+ preCelLight,
|
|
|
|
+ THREE.Math1Node.CEIL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var posCelLight = new THREE.OperatorNode(
|
|
|
|
+ celLight,
|
|
|
|
+ count,
|
|
|
|
+ THREE.OperatorNode.DIV
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ // LINE
|
|
|
|
+
|
|
|
|
+ var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
|
|
|
|
+ var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
|
|
|
|
+
|
|
|
|
+ var viewZ = new THREE.Math2Node(
|
|
|
|
+ posDirection,
|
|
|
|
+ norDirection,
|
|
|
|
+ THREE.Math2Node.DOT
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var lineOutside = new THREE.Math1Node(
|
|
|
|
+ viewZ,
|
|
|
|
+ THREE.Math1Node.ABS
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var line = new THREE.OperatorNode(
|
|
|
|
+ lineOutside,
|
|
|
|
+ new THREE.FloatNode( 1 ),
|
|
|
|
+ THREE.OperatorNode.DIV
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var lineScaled = new THREE.Math3Node(
|
|
|
|
+ line,
|
|
|
|
+ lineSize,
|
|
|
|
+ lineInner,
|
|
|
|
+ THREE.Math3Node.SMOOTHSTEP
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
|
|
|
|
+
|
|
|
|
+ // APPLY
|
|
|
|
+
|
|
|
|
+ mtl.color = color;
|
|
|
|
+ mtl.light = posCelLight;
|
|
|
|
+ mtl.shininess = new THREE.FloatNode( 0 );
|
|
|
|
+
|
|
|
|
+ mtl.environment = lineColor;
|
|
|
|
+ mtl.environmentAlpha = innerContour;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'custom-attribute':
|
|
|
|
+
|
|
|
|
+ // GEOMETRY
|
|
|
|
+
|
|
|
|
+ // add "position" buffer to "custom" attribute
|
|
|
|
+ teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.AttributeNode( "custom", 3 );
|
|
|
|
+
|
|
|
|
+ // or
|
|
|
|
+
|
|
|
|
+ //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'expression':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var speed = new THREE.FloatNode( Math.random() * .5 );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.FunctionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
|
|
|
|
+ mtl.color.keywords[ "speed" ] = speed;
|
|
|
|
+
|
|
|
|
+ mtl.transform = new THREE.FunctionNode( "mod(time*speed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(time*speed*1.0))*3.0) : position + sin( position.x * sin(time*speed*2.0))", "vec3" );
|
|
|
|
+ mtl.transform.keywords[ "speed" ] = speed;
|
|
|
|
+
|
|
|
|
+ // add global keyword ( variable or const )
|
|
|
|
+ THREE.NodeLib.addKeyword( 'myCustomUv', function( builder ) {
|
|
|
|
+
|
|
|
|
+ return new THREE.ReflectNode();
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'reserved-keywords':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var keywordsexample = new THREE.FunctionNode( [
|
|
|
|
+ // use "uv" reserved keyword
|
|
|
|
+ "vec4 keywordsexample( sampler2D texture ) {",
|
|
|
|
+ " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ) );
|
|
|
|
+
|
|
|
|
+ // add local keyword ( const only )
|
|
|
|
+ keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
|
|
|
|
+
|
|
|
|
+ // add global keyword ( const only )
|
|
|
|
+ THREE.NodeLib.addKeyword( 'myUV', function( builder ) {
|
|
|
|
+
|
|
|
|
+ return new THREE.UVNode();
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'varying':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var varying = new THREE.VarNode( "vec3" );
|
|
|
|
+
|
|
|
|
+ var setMyVar = new THREE.FunctionNode( [
|
|
|
|
+ "float setMyVar( vec3 pos ) {",
|
|
|
|
+ // set "myVar" in vertex shader in this example,
|
|
|
|
+ // can be used in fragment shader too or in rest of the current shader
|
|
|
|
+ " myVar = pos;",
|
|
|
|
+ // it is not accept "void" functions for now!
|
|
|
|
+ " return 0.;",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ) );
|
|
|
|
+
|
|
|
|
+ // add keyword
|
|
|
|
+ setMyVar.keywords[ "myVar" ] = varying;
|
|
|
|
+
|
|
|
|
+ var transform = new THREE.FunctionNode( "setMyVar( position * .1 ) + position", "vec3", [ setMyVar ] );
|
|
|
|
+ transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
|
|
|
|
+
|
|
|
|
+ mtl.transform = transform;
|
|
|
|
+ mtl.color = varying;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'triangle-blur':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var delta = new THREE.Vector2Node( Math.random(), Math.random() * .5 );
|
|
|
|
+ var alpha = new THREE.FloatNode( 1 );
|
|
|
|
+
|
|
|
|
+ var blurtexture = new THREE.FunctionNode( [
|
|
|
|
+ // Reference: TriangleBlurShader.js
|
|
|
|
+ "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
|
|
|
|
+ " vec4 color = vec4( 0.0 );",
|
|
|
|
+ " float total = 0.0;",
|
|
|
|
+ // randomize the lookup values to hide the fixed number of samples
|
|
|
|
+ " float offset = rand( uv );",
|
|
|
|
+ " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
|
|
|
|
+ " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
|
|
|
|
+ " float weight = 1.0 - abs( percent );",
|
|
|
|
+ " color += texture2D( texture, uv + delta * percent ) * weight;",
|
|
|
|
+ " total += weight;",
|
|
|
|
+ " }",
|
|
|
|
+ " return color / total;",
|
|
|
|
+ "}"
|
|
|
|
+ ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
|
|
|
|
+
|
|
|
|
+ var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
|
|
|
|
+ texture : new THREE.TextureNode( getTexture( "brick" ) ),
|
|
|
|
+ delta : delta,
|
|
|
|
+ uv : new THREE.UVNode()
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.Math3Node(
|
|
|
|
+ new THREE.TextureNode( getTexture( "brick" ) ),
|
|
|
|
+ blurredTexture,
|
|
|
|
+ alpha,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = color;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'firefly':
|
|
|
|
+
|
|
|
|
+ // MATERIAL
|
|
|
|
+
|
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
|
+
|
|
|
|
+ var time = new THREE.TimerNode();
|
|
|
|
+ var speed = new THREE.FloatNode( Math.random() );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+
|
|
|
|
+ var timeSpeed = new THREE.OperatorNode(
|
|
|
|
+ time,
|
|
|
|
+ speed,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var sinCycleInSecs = new THREE.OperatorNode(
|
|
|
|
+ timeSpeed,
|
|
|
|
+ new THREE.ConstNode( THREE.ConstNode.PI2 ),
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
|
|
|
|
+
|
|
|
|
+ var cycleColor = new THREE.OperatorNode(
|
|
|
|
+ cycle,
|
|
|
|
+ color,
|
|
|
|
+ THREE.OperatorNode.MUL
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.ColorNode( 0 );
|
|
|
|
+ mtl.emissive = cos;
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ case 'sss':
|
|
|
|
+ case 'translucent':
|
|
|
|
+
|
|
|
|
+ // DISTANCE FORMULA
|
|
|
|
+
|
|
|
|
+ var modelPos = new THREE.Vector3Node();
|
|
|
|
+
|
|
|
|
+ var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
|
|
|
|
+ var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
|
|
|
|
+
|
|
|
|
+ var cameraDistance = new THREE.Math2Node(
|
|
|
|
+ modelPos,
|
|
|
|
+ cameraPosition,
|
|
|
|
+ THREE.Math2Node.DISTANCE
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
|
|
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|
+
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|
+ var distance = new THREE.OperatorNode(
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|
+ cameraDistance,
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|
|
|
+ viewPosZ,
|
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|
+ THREE.OperatorNode.SUB
|
|
|
|
+ );
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|
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|
+
|
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|
|
+ var distanceRadius = new THREE.OperatorNode(
|
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|
|
+ distance,
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|
|
|
+ new THREE.FloatNode( Math.random() * 70 ),
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
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|
+
|
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|
|
+ var objectDepth = new THREE.Math3Node(
|
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|
|
+ distanceRadius,
|
|
|
|
+ new THREE.FloatNode( 0 ),
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|
|
|
+ new THREE.FloatNode( Math.random() * 100 ),
|
|
|
|
+ THREE.Math3Node.SMOOTHSTEP
|
|
|
|
+ );
|
|
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|
+
|
|
|
|
+ // RTT ( get back distance )
|
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|
+
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|
+ rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
|
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|
+
|
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|
|
+ var distanceMtl = new THREE.PhongNodeMaterial();
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|
|
+ distanceMtl.environment = objectDepth;
|
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|
|
+ distanceMtl.side = THREE.BackSide;
|
|
|
|
+ distanceMtl.build();
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|
|
+
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|
|
+ rtMaterial = distanceMtl;
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|
|
|
+
|
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|
|
+ // MATERIAL
|
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|
|
+
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|
|
|
+ mtl = new THREE.StandardNodeMaterial();
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|
|
|
+
|
|
|
|
+ var backSideDepth = new THREE.TextureNode( rtTexture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
|
|
|
|
+
|
|
|
|
+ var difference = new THREE.OperatorNode(
|
|
|
|
+ objectDepth,
|
|
|
|
+ backSideDepth,
|
|
|
|
+ THREE.OperatorNode.SUB
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var sss = new THREE.Math3Node(
|
|
|
|
+ new THREE.FloatNode( - .1 ),
|
|
|
|
+ new THREE.FloatNode( .5 ),
|
|
|
|
+ difference,
|
|
|
|
+ THREE.Math3Node.SMOOTHSTEP
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
|
|
|
|
+
|
|
|
|
+ var frontColor, backColor;
|
|
|
|
+
|
|
|
|
+ if ( name == 'sss' ) {
|
|
|
|
+
|
|
|
|
+ var sssOut = new THREE.Math2Node(
|
|
|
|
+ objectDepth,
|
|
|
|
+ sssAlpha,
|
|
|
|
+ THREE.Math2Node.MIN
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ frontColor = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ backColor = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.Math3Node(
|
|
|
|
+ backColor,
|
|
|
|
+ frontColor,
|
|
|
|
+ sssOut,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var light = new THREE.OperatorNode(
|
|
|
|
+ new THREE.LightNode(),
|
|
|
|
+ color,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = frontColor;
|
|
|
|
+ mtl.roughness = new THREE.FloatNode( .1 );
|
|
|
|
+ mtl.metalness = new THREE.FloatNode( .5 );
|
|
|
|
+
|
|
|
|
+ mtl.light = light;
|
|
|
|
+ mtl.environment = color;
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ frontColor = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+ backColor = new THREE.ColorNode( Math.random() * 0xFFFFFF );
|
|
|
|
+
|
|
|
|
+ var color = new THREE.Math3Node(
|
|
|
|
+ frontColor,
|
|
|
|
+ backColor,
|
|
|
|
+ sssAlpha,
|
|
|
|
+ THREE.Math3Node.MIX
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ var light = new THREE.OperatorNode(
|
|
|
|
+ new THREE.LightNode(),
|
|
|
|
+ color,
|
|
|
|
+ THREE.OperatorNode.ADD
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ mtl.color = new THREE.ColorNode( 0xffffff );
|
|
|
|
+ mtl.roughness = new THREE.FloatNode( .1 );
|
|
|
|
+ mtl.metalness = new THREE.FloatNode( .5 );
|
|
|
|
+
|
|
|
|
+ mtl.light = light;
|
|
|
|
+ mtl.environment = color;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var transformer = new THREE.FunctionNode( "position + 0.0 * " + Math.random(), "vec3", [ ]);
|
|
|
|
+ mtl.transform = transformer;
|
|
|
|
+ // build shader
|
|
|
|
+ mtl.build();
|
|
|
|
+
|
|
|
|
+ // set material
|
|
|
|
+ mesh.material = mtl;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onWindowResize() {
|
|
|
|
+
|
|
|
|
+ var width = window.innerWidth, height = window.innerHeight;
|
|
|
|
+
|
|
|
|
+ camera.aspect = width / height;
|
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
|
+
|
|
|
|
+ renderer.setSize( width, height );
|
|
|
|
+
|
|
|
|
+ if ( rtTexture ) rtTexture.setSize( width, height );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function animate() {
|
|
|
|
+
|
|
|
|
+ var delta = clock.getDelta();
|
|
|
|
+ for (var i = 0; i < meshes.length; i++ ){
|
|
|
|
+
|
|
|
|
+ var mesh = meshes[i];
|
|
|
|
+ mesh.material.updateFrame( delta );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // render to texture for sss/translucent material only
|
|
|
|
+ if ( rtTexture ) {
|
|
|
|
+
|
|
|
|
+ scene.overrideMaterial = rtMaterial;
|
|
|
|
+
|
|
|
|
+ renderer.render( scene, camera, rtTexture, true );
|
|
|
|
+
|
|
|
|
+ scene.overrideMaterial = null;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ renderer.render( scene, camera );
|
|
|
|
+
|
|
|
|
+ requestAnimationFrame( animate );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </body>
|
|
|
|
+</html>
|