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<!DOCTYPE html>
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<html lang="en">
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<head>
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- <title>threejs webgl - materials - hdr environment mapping</title>
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+ <title>three.js webgl - postprocessing - unreal bloom</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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- background-color: #000000;
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- margin: 0px;
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- overflow: hidden;
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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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- font-weight: bold;
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- }
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- a {
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- color:#00ff78;
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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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-
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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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+ top: 0px; 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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+ margin-top: 2em;
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}
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- .dg.ac {
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- z-index: 1 !important; /* FIX DAT.GUI */
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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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+ <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> - Bloom pass by <a href="http://eduperiment.com" target="_blank" rel="noopener">Prashant Sharma</a> and <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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+
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+ <div id="info">
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+ <p>
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+ This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them
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+ with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom
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+ is better in quality and performance.
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+ </p>
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+ Model: <a href="https://sketchfab.com/models/d3f50a66fee74c6588dd9bc92f7fe7b3" target="_blank" rel="noopener">Primary Ion Drive</a> by
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+ <a href="https://sketchfab.com/indierocktopus" target="_blank" rel="noopener">indierocktopus</a>, CC Attribution.<br/>
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+ <a href="https://blog.sketchfab.com/art-spotlight-primary-ion-drive/" target="_blank" rel="noopener">Art Spotlight</a> blog post.
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+ </div>
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+
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<script src="../build/three.js"></script>
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- <script src="js/controls/OrbitControls.js"></script>
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- <script src="js/loaders/RGBELoader.js"></script>
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- <script src="js/loaders/HDRCubeTextureLoader.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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-
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- <script src="js/pmrem/PMREMGenerator.js"></script>
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- <script src="js/pmrem/PMREMCubeUVPacker.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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+ <script src="js/controls/OrbitControls.js"></script>
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+ <script src="js/loaders/GLTFLoader.js"></script>
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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/MaskPass.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/FXAAShader.js"></script>
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- <script src="js/shaders/ConvolutionShader.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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- <div id="info">
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- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank" rel="noopener">Prashant Sharma</a> and <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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- This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them <br>
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- with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom <br>
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- is better in quality and performance.<br>
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- </div>
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-
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<script>
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- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+ var scene, camera, controls, pointLight, stats;
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+ var composer, renderer, mixer;
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- var container, stats;
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var params = {
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projection: 'normal',
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background: false,
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- exposure: 0.9,
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+ exposure: 1,
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bloomStrength: 1.5,
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- bloomThreshold: 0.85,
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- bloomRadius: 0.4
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+ bloomThreshold: 0,
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+ bloomRadius: 0
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};
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- var camera, scene, renderer, controls, objects = [];
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- var effectFXAA, bloomPass, renderScene;
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- var hdrCubeMap;
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- var composer;
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- var standardMaterial;
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- var hdrCubeRenderTarget;
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-
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- init();
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- animate();
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-
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- function init() {
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-
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- container = document.createElement( 'div' );
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- document.body.appendChild( container );
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- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
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- camera.position.set( 0.0, 35, 35 * 3.5 );
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+ var clock = new THREE.Clock();
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+ var container = document.getElementById( 'container' );
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- scene = new THREE.Scene();
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- scene.background = new THREE.Color( 0x111111 );
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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- renderer = new THREE.WebGLRenderer();
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- renderer.toneMapping = THREE.LinearToneMapping;
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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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+ container.appendChild( renderer.domElement );
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- standardMaterial = new THREE.MeshStandardMaterial( {
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- map: null,
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- color: 0xffffff,
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- metalness: 1.0
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- } );
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+ scene = new THREE.Scene();
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- var geometry = new THREE.TorusKnotBufferGeometry( 18, 8, 150, 20 );
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- var torusMesh1 = new THREE.Mesh( geometry, standardMaterial );
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- torusMesh1.position.x = 0.0;
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- torusMesh1.castShadow = true;
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- torusMesh1.receiveShadow = true;
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- scene.add( torusMesh1 );
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- objects.push( torusMesh1 );
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+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
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+ camera.position.set( - 5, 2.5, -3.5 );
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+ camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
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- var textureLoader = new THREE.TextureLoader();
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- textureLoader.load( './textures/roughness_map.jpg', function ( map ) {
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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 = 0.1;
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+ controls.maxDistance = 20;
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- map.wrapS = THREE.RepeatWrapping;
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- map.wrapT = THREE.RepeatWrapping;
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- map.anisotropy = 4;
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- map.repeat.set( 9, 2 );
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- standardMaterial.roughnessMap = map;
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- standardMaterial.bumpMap = map;
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- standardMaterial.needsUpdate = true;
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+ scene.add( new THREE.AmbientLight( 0x404040 ) );
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- } );
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+ pointLight = new THREE.PointLight( 0xffffff, 1 );
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+ pointLight.position.copy( camera.position );
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+ scene.add( pointLight );
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- var genCubeUrls = function ( prefix, postfix ) {
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+ var renderScene = new THREE.RenderPass( scene, camera );
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- return [
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- prefix + 'px' + postfix, prefix + 'nx' + postfix,
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- prefix + 'py' + postfix, prefix + 'ny' + postfix,
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- prefix + 'pz' + postfix, prefix + 'nz' + postfix
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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 ); //1.0, 9, 0.5, 512);
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+ bloomPass.renderToScreen = true;
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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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+ composer = new THREE.EffectComposer( renderer );
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+ composer.setSize( window.innerWidth, window.innerHeight );
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+ composer.addPass( renderScene );
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+ composer.addPass( bloomPass );
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- var hdrUrls = genCubeUrls( './textures/cube/pisaHDR/', '.hdr' );
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- new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) {
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+ new THREE.GLTFLoader().load( 'models/gltf/PrimaryIonDrive.glb', function ( gltf ) {
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- var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
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- pmremGenerator.update( renderer );
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+ var model = gltf.scene;
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- var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
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- pmremCubeUVPacker.update( renderer );
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+ scene.add( model );
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- hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
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+ // Mesh contains self-intersecting semi-transparent faces, which display
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+ // z-fighting unless depthWrite is disabled.
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+ var core = model.getObjectByName( 'geo1_HoloFillDark_0' );
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+ core.material.depthWrite = false;
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- } );
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+ mixer = new THREE.AnimationMixer( model );
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+ var clip = gltf.animations[ 0 ];
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+ mixer.clipAction( clip.optimize() ).play();
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- // Lights
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+ animate();
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- scene.add( new THREE.AmbientLight( 0xffffff, 0.1 ) );
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+ } );
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- var spotLight = new THREE.SpotLight( 0xffffff, 1 );
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- spotLight.position.set( 50, 100, 50 );
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- spotLight.angle = Math.PI / 7;
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- spotLight.penumbra = 0.8;
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- spotLight.castShadow = true;
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- scene.add( spotLight );
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+ var gui = new dat.GUI();
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- renderer.shadowMap.enabled = true;
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- container.appendChild( renderer.domElement );
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+ gui.add( params, 'exposure', 0.1, 2 );
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- renderScene = new THREE.RenderPass( scene, camera );
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+ gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
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- effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
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- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
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+ bloomPass.threshold = Number( value );
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- bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); //1.0, 9, 0.5, 512);
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- bloomPass.renderToScreen = true;
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+ } );
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- composer = new THREE.EffectComposer( renderer );
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- composer.setSize( window.innerWidth, window.innerHeight );
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- composer.addPass( renderScene );
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- composer.addPass( effectFXAA );
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- composer.addPass( bloomPass );
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+ gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
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- renderer.gammaInput = true;
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- renderer.gammaOutput = true;
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+ bloomPass.strength = Number( value );
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- stats = new Stats();
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- container.appendChild( stats.dom );
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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 = 200;
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+ gui.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
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- window.addEventListener( 'resize', onWindowResize, false );
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+ bloomPass.radius = Number( value );
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- var gui = new dat.GUI();
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+ } );
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- gui.add( params, 'exposure', 0.1, 2 );
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+ gui.open();
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- gui.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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-
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- } );
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-
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- gui.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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-
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- } );
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-
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- gui.add( params, 'bloomRadius', 0.0, 1.0 ).onChange( function ( value ) {
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-
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- bloomPass.radius = Number( value );
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-
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- } );
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-
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- gui.open();
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-
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- }
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-
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- function onWindowResize() {
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+ window.onresize = function () {
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var width = window.innerWidth;
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var height = window.innerHeight;
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@@ -227,61 +174,32 @@
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renderer.setSize( width, height );
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composer.setSize( width, height );
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- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
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- }
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+ };
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- //
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function animate() {
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requestAnimationFrame( animate );
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- stats.begin();
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- render();
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- stats.end();
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+ const delta = clock.getDelta();
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- }
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+ mixer.update( delta );
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+ controls.update( delta );
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- function render() {
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+ pointLight.position.copy( camera.position );
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- if ( standardMaterial !== undefined ) {
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-
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- standardMaterial.roughness = 1.0;
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- standardMaterial.bumpScale = 0.25;
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-
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- var newEnvMap = standardMaterial.envMap;
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-
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- if ( hdrCubeRenderTarget ) newEnvMap = hdrCubeRenderTarget.texture;
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-
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- if ( newEnvMap !== standardMaterial.envMap ) {
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-
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- standardMaterial.envMap = newEnvMap;
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- standardMaterial.envMapIntensity = 1;
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- standardMaterial.needsUpdate = true;
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-
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- }
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-
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- }
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+ stats.update();
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renderer.toneMappingExposure = Math.pow( params.exposure, 4.0 );
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- var timer = Date.now() * 0.00025;
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-
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- camera.lookAt( scene.position );
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-
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- for ( var i = 0, l = objects.length; i < l; i ++ ) {
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-
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- var object = objects[ i ];
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- object.rotation.y += 0.005;
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-
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- }
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-
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composer.render();
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}
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+
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</script>
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</body>
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+
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</html>
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