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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 - postprocessing - unreal bloom selective</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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+ text-align:center;
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+ background-color: #fff;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+ #info {
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+ position: absolute;
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+ top: 0px;
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+ width: 100%;
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+ padding: 5px;
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+ }
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+ #info p {
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+ max-width: 600px;
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+ margin-left: auto;
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+ margin-right: auto;
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+ padding: 0 2em;
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+ }
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+ a {
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+ color: #2983ff;
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+ }
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+ </style>
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+ </head>
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+
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+ <body>
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+
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+ <div id="container"></div>
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+
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> Click on a box to toggle bloom<br>By <a href="http://github.com/Temdog007" target="_blank" rel="noopener">Temdog007</a>
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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/libs/dat.gui.min.js"></script>
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+
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+ <script src="js/controls/OrbitControls.js"></script>
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+
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+ <script src="js/shaders/CopyShader.js"></script>
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+ <script src="js/shaders/LuminosityHighPassShader.js"></script>
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+ <script src="js/postprocessing/UnrealBloomPass.js"></script>
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+
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+ <script type="x-shader/x-vertex" id="vertexshader">
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vUv = uv;
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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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+
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+ </script>
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+
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+ <script type="x-shader/x-fragment" id="fragmentshader">
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+
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+ uniform sampler2D baseTexture;
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+ uniform sampler2D bloomTexture;
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+
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+ varying vec2 vUv;
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+
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+ vec4 getTexture( sampler2D texture ) {
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+
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+ return mapTexelToLinear( texture2D( texture , vUv ) );
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+
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+ }
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+
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+ void main() {
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+
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+ gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
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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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+ <script>
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+
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+ var scene, camera, geometry, controls;
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+ var renderer;
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+
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+ var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
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+
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+ var bloomLayer = new THREE.Layers();
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+ bloomLayer.set( BLOOM_SCENE );
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+
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+ var params = {
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+ exposure: 1,
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+ bloomStrength: 1.5,
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+ bloomThreshold: 0,
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+ bloomRadius: 0,
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+ rows: 6,
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+ columns: 6,
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+ size: 2,
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+ zOffset: 5,
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+ minLightness: 0,
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+ maxLightness: 0.1,
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+ scene: "Scene with Glow"
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+ };
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+
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+ var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
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+ var materials = {};
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+
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+ var container = document.getElementById( 'container' );
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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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+ renderer.toneMapping = THREE.ReinhardToneMapping;
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+ document.body.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( 40, window.innerWidth / window.innerHeight, 1, 200 );
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+ camera.position.set( 0, 0, 30 );
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+ camera.lookAt( 0, 0, 0 );
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+
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+ controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.maxPolarAngle = Math.PI * 0.5;
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+ controls.minDistance = 1;
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+ controls.maxDistance = 100;
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+ controls.addEventListener( 'change', render );
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+
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+ scene.add( new THREE.AmbientLight( 0x404040 ) );
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+
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+ var renderScene = new THREE.RenderPass( scene, camera );
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+
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+ var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
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+ bloomPass.threshold = params.bloomThreshold;
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+ bloomPass.strength = params.bloomStrength;
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+ bloomPass.radius = params.bloomRadius;
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+
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+ var bloomComposer = new THREE.EffectComposer( renderer );
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+ bloomComposer.renderToScreen = false;
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+ bloomComposer.setSize( window.innerWidth, window.innerHeight );
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+ bloomComposer.addPass( renderScene );
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+ bloomComposer.addPass( bloomPass );
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+
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+ var finalPass = new THREE.ShaderPass(
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+ new THREE.ShaderMaterial( {
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+ uniforms: {
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+ baseTexture: { value: null },
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+ bloomTexture: { value: bloomComposer.renderTarget2.texture }
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+ },
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+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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+ defines: {}
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+ } ), "baseTexture"
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+ );
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+ finalPass.needsSwap = true;
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+
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+ var finalComposer = new THREE.EffectComposer( renderer );
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+ finalComposer.setSize( window.innerWidth, window.innerHeight );
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+ finalComposer.addPass( renderScene );
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+ finalComposer.addPass( finalPass );
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+
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+ var raycaster = new THREE.Raycaster();
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+
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+ var mouse = new THREE.Vector2();
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+
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+ window.addEventListener( 'click', onDocumentMouseClick, false );
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+
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+ var gui = new dat.GUI();
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+
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+ gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
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+
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+ switch ( value ) {
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+
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+ case 'Scene with Glow':
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+ bloomComposer.renderToScreen = false;
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+ break;
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+ case 'Glow only':
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+ bloomComposer.renderToScreen = true;
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+ break;
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+ case 'Scene only':
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+ // nothing to do
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+ break;
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+
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+ }
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+
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+ render();
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+
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+ } );
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+
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+ var folder = gui.addFolder( 'Bloom Parameters' );
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+
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+ folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
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+
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+ renderer.toneMappingExposure = Math.pow( value, 4.0 );
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+ render();
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+
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+ } );
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+
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+ folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
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+
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+ bloomPass.threshold = Number( value );
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+ render();
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+
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+ } );
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+
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+ folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
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+
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+ bloomPass.strength = Number( value );
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+ render();
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+
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+ } );
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+
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+ folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
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+
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+ bloomPass.radius = Number( value );
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+ render();
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+
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+ } );
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+
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+ folder = gui.addFolder( 'Object parameters' );
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+
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+ folder.add( params, 'rows', 1, 20 ).step( 1 ).onChange( setupBoxes );
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+
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+ folder.add( params, 'columns', 1, 20 ).step( 1 ).onChange( setupBoxes );
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+
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+ folder.add( params, 'size', 0.1, 3 ).onChange( setupBoxes );
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+
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+ folder.add( params, 'zOffset', 0, 10 ).onChange( setupBoxes );
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+
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+ folder.add( params, 'minLightness', 0, 1 ).onChange( setupBoxes );
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+
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+ folder.add( params, 'maxLightness', 0, 1 ).onChange( setupBoxes );
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+
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+ setupBoxes();
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+
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+ function onDocumentMouseClick( event ) {
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+
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+ event.preventDefault();
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+
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+ mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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+ mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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+
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+ raycaster.setFromCamera( mouse, camera );
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+ var intersects = raycaster.intersectObjects( scene.children );
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+ if ( intersects.length > 0 ) {
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+
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+ var object = intersects[ 0 ].object;
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+ object.layers.toggle( BLOOM_SCENE );
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+ render();
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+
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+ }
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+
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+ }
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+
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+ window.onresize = function () {
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+
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+ var width = window.innerWidth;
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+ var height = window.innerHeight;
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+
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+ camera.aspect = width / height;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( width, height );
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+
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+ bloomComposer.setSize( width, height );
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+ finalComposer.setSize( width, height );
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+
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+ render();
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+
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+ };
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+
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+ function setupBoxes() {
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+
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+ var columns = params.columns;
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+ var rows = params.rows;
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+ var size = params.size;
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+ var zOffset = params.zOffset;
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+ var minLightness = params.minLightness;
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+ var maxLightness = params.maxLightness;
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+
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+ scene.traverse( disposeMaterial );
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+ scene.children.length = 0;
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+
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+ var hsl = { h: 0, s: 0, l: 0 };
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+ for ( var x = - columns * size / 2; x < columns * size / 2; x += size ) {
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+
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+ for ( var y = - rows * size / 2; y < rows * size / 2; y += size ) {
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+
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+ var color = new THREE.Color( Math.floor( Math.random() * 0xffffff ) );
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+ color.getHSL( hsl );
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+ hsl.l = Math.min( Math.max( minLightness, hsl.l ), maxLightness );
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+ color.setHSL( hsl.h, hsl.s, hsl.l );
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+
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+ var box = new THREE.Mesh( getGeometry(), new THREE.MeshBasicMaterial( {
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+ color: color
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+ } ) );
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+ box.position.set( x, y, - zOffset + Math.random() * zOffset * 2 );
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+ scene.add( box );
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+ if ( Math.random() < 0.125 ) box.layers.enable( BLOOM_SCENE );
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+
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+ }
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+
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+ }
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+
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+ render();
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+
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+ }
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+
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+ function disposeMaterial( obj ) {
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+
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+ if ( obj.material ) {
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+
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+ obj.material.dispose();
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+
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+ }
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+
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+ }
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+
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+ function getGeometry() {
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+
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+ if ( geometry === undefined ) {
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+
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+ makeGeometry();
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+
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+ } else if ( geometry.parameters.width !== params.size ) {
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+
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+ geometry.dispose();
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+ makeGeometry();
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+
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+ }
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+
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+ return geometry;
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+
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+ }
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+
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+ function makeGeometry() {
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+
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+ var size = params.size;
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+ geometry = new THREE.BoxBufferGeometry( size, size, size );
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+
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+ }
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+
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+ function render() {
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+
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+ switch ( params.scene ) {
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+
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+ case 'Scene only':
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+ renderer.render( scene, camera );
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+ break;
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+ case 'Glow only':
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+ renderBloom( false );
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+ break;
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+ case 'Scene with Glow':
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+ default:
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+ // render scene with bloom
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+ renderBloom( true );
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+
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+ // render the entire scene, then render bloom scene on top
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+ finalComposer.render();
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+ break;
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+
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+ }
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+
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+ }
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+
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+ function renderBloom( mask ) {
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+
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+ if ( mask === true ) {
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+
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+ scene.traverse( darkenNonBloomed );
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+ bloomComposer.render();
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+ scene.traverse( restoreMaterial );
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+
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ camera.layers.set( BLOOM_SCENE );
|
|
|
|
+ bloomComposer.render();
|
|
|
|
+ camera.layers.set( ENTIRE_SCENE );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function darkenNonBloomed( obj ) {
|
|
|
|
+
|
|
|
|
+ if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
|
|
|
|
+
|
|
|
|
+ materials[ obj.uuid ] = obj.material;
|
|
|
|
+ obj.material = darkMaterial;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function restoreMaterial( obj ) {
|
|
|
|
+
|
|
|
|
+ if ( materials[ obj.uuid ] ) {
|
|
|
|
+
|
|
|
|
+ obj.material = materials[ obj.uuid ];
|
|
|
|
+ delete materials[ obj.uuid ];
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </body>
|
|
|
|
+
|
|
|
|
+</html>
|