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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - mrt readback</title>
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+ <meta charset="utf-8">
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+ <link rel="shortcut icon" href="#">
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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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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - mrt readback
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.module.js",
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+ "three/addons/": "./jsm/",
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+ "three/nodes": "./jsm/nodes/Nodes.js"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+
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+ import { MeshBasicNodeMaterial, NodeMaterial, mix, modelNormalMatrix, normalGeometry, normalize, outputStruct, step, texture, uniform, uv, varying, vec2, vec4 } from 'three/nodes';
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+ import WebGPU from 'three/addons/capabilities/WebGPU.js';
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+ import WebGL from 'three/addons/capabilities/WebGL.js';
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+
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+ import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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+
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+ import QuadMesh from 'three/addons/objects/QuadMesh.js';
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+
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+ let camera, scene, renderer, torus;
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+ let quadMesh, renderTarget, readbackTarget, material, readbackMaterial, pixelBuffer, pixelBufferTexture;
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+
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+ const gui = new GUI();
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+
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+ const options = {
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+ selection: 'mrt',
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+ };
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+
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+ gui.add( options, 'selection', [ 'mrt', 'diffuse', 'normal' ] );
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+
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+ class WriteGBufferMaterial extends NodeMaterial {
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+
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+ constructor( diffuseTexture ) {
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+
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+ super();
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+
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+ this.lights = false;
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+ this.fog = false;
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+ this.colorSpaced = false;
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+
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+ this.diffuseTexture = diffuseTexture;
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+
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+ const vUv = varying( uv() );
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+
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+ const transformedNormal = modelNormalMatrix.mul( normalGeometry );
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+ const vNormal = varying( normalize( transformedNormal ) );
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+
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+ const repeat = uniform( vec2( 5, 0.5 ) );
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+
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+ const gColor = texture( this.diffuseTexture, vUv.mul( repeat ) );
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+ const gNormal = vec4( normalize( vNormal ), 1.0 );
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+
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+ this.fragmentNode = outputStruct( gColor, gNormal );
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+
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+ }
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+
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+ }
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+
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+ class ReadGBufferMaterial extends NodeMaterial {
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+
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+ constructor( tDiffuse, tNormal ) {
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+
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+ super();
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+
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+ this.lights = false;
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+ this.fog = false;
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+
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+ const vUv = varying( uv() );
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+
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+ const diffuse = texture( tDiffuse, vUv );
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+ const normal = texture( tNormal, vUv );
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+
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+ this.fragmentNode = mix( diffuse, normal, step( 0.5, vUv.x ) );
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+
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+ }
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+
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+ }
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+
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+ init();
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+
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+ function init() {
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+
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+ if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
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+
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+ document.body.appendChild( WebGPU.getErrorMessage() );
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+
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+ throw new Error( 'No WebGPU or WebGL2 support' );
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+
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+ }
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+
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+ renderer = new WebGPURenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( render );
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+ document.body.appendChild( renderer.domElement );
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+
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+ // Create a multi render target with Float buffers
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+
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+ renderTarget = new THREE.RenderTarget(
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+ window.innerWidth * window.devicePixelRatio,
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+ window.innerHeight * window.devicePixelRatio,
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+ { count: 2, minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter }
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+ );
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+
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+ // Name our G-Buffer attachments for debugging
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+
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+ renderTarget.textures[ 0 ].name = 'diffuse';
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+ renderTarget.textures[ 1 ].name = 'normal';
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+
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+
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+ // Init readback render target, readback data texture, readback material
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+ // Be careful with the size! 512 is already big. Reading data back from the GPU is computationally intensive
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+
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+ const size = 512;
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+
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+ readbackTarget = new THREE.RenderTarget( size, size, { count: 2 } );
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+
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+ pixelBuffer = new Uint8Array( size ** 2 * 4 ).fill( 0 );
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+ pixelBufferTexture = new THREE.DataTexture( pixelBuffer, size, size );
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+ pixelBufferTexture.type = THREE.UnsignedByteType;
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+ pixelBufferTexture.format = THREE.RGBAFormat;
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+
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+ readbackMaterial = new MeshBasicNodeMaterial();
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+ readbackMaterial.colorNode = texture( pixelBufferTexture );
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+
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+
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+ // Scene setup
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x222222 );
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+
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+ camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
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+ camera.position.z = 4;
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+
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+
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+ const loader = new THREE.TextureLoader();
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+
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+ const diffuse = loader.load( 'textures/hardwood2_diffuse.jpg' );
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+ diffuse.colorSpace = THREE.SRGBColorSpace;
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+ diffuse.wrapS = THREE.RepeatWrapping;
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+ diffuse.wrapT = THREE.RepeatWrapping;
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+
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+ torus = new THREE.Mesh(
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+ new THREE.TorusKnotGeometry( 1, 0.3, 128, 32 ),
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+ new WriteGBufferMaterial( diffuse )
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+ );
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+
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+ scene.add( torus );
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+
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+
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+ material = new ReadGBufferMaterial( renderTarget.textures[ 0 ], renderTarget.textures[ 1 ] );
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+ quadMesh = new QuadMesh( material );
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+
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+ // Controls
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+
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+ new OrbitControls( camera, renderer.domElement );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ const dpr = renderer.getPixelRatio();
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+ renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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+
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+ }
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+
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+ async function render( time ) {
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+
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+ torus.rotation.y = ( time / 1000 ) * .4;
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+
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+ // render scene into target
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+ renderer.setRenderTarget( renderTarget );
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+ renderer.render( scene, camera );
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+
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+ // render post FX
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+ renderer.setRenderTarget( null );
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+
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+ if ( options.selection === 'mrt' ) {
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+
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+ quadMesh.material = material;
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+
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+ } else {
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+
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+ quadMesh.material = readbackMaterial;
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+
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+ await readback();
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+
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+ }
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+
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+ quadMesh.render( renderer );
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+
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+ }
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+
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+ async function readback() {
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+
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+ renderer.setRenderTarget( readbackTarget );
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+ renderer.render( scene, camera );
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+ renderer.setRenderTarget( null );
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+
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+ const width = readbackTarget.width;
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+ const height = readbackTarget.height;
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+
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+ const selection = options.selection;
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+
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+ if ( selection === 'diffuse' ) {
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+
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+ pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 0 ); // zero is optional
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+
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+ pixelBufferTexture.image.data = pixelBuffer;
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+ pixelBufferTexture.needsUpdate = true;
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+
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+ } else if ( selection === 'normal' ) {
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+
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+ pixelBuffer = await renderer.readRenderTargetPixelsAsync( readbackTarget, 0, 0, width, height, 1 );
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+
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+ pixelBufferTexture.image.data = pixelBuffer;
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+ pixelBufferTexture.needsUpdate = true;
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+
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+ }
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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