Browse Source

Merge pull request #12932 from wongbryan/pixel-shader

Pixelation shader w/ example
Mr.doob 7 years ago
parent
commit
8e974ee3d5
2 changed files with 244 additions and 0 deletions
  1. 47 0
      examples/js/shaders/PixelShader.js
  2. 197 0
      examples/webgl_postprocessing_pixel.html

+ 47 - 0
examples/js/shaders/PixelShader.js

@@ -0,0 +1,47 @@
+/**
+ * @author wongbryan / http://wongbryan.github.io
+ *
+ * Pixelation shader
+ */
+
+THREE.PixelShader = {
+
+	uniforms: {
+
+		"tDiffuse": { value: null },
+		"resolution": { value: null },
+		"pixelSize": { value: 1. },
+
+	},
+
+	vertexShader: [
+
+		"varying highp vec2 vUv;",
+
+		"void main() {",
+
+		"vUv = uv;",
+		"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join( "\n" ),
+
+	fragmentShader: [
+
+		"uniform sampler2D tDiffuse;",
+		"uniform float pixelSize;",
+		"uniform vec2 resolution;",
+
+		"varying highp vec2 vUv;",
+
+		"void main(){",
+
+		"vec2 dxy = pixelSize / resolution;",
+		"vec2 coord = dxy * floor( vUv / dxy );",
+		"gl_FragColor = texture2D(tDiffuse, coord);",
+
+		"}"
+
+	].join( "\n" )
+};

+ 197 - 0
examples/webgl_postprocessing_pixel.html

@@ -0,0 +1,197 @@
+<!DOCTYPE html>
+<html lang="en">
+    <head>
+        <title>three.js webgl - postprocessing - pixel shader</title>
+        <meta charset="utf-8">
+        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+        <style>
+            body {
+                background-color: #000000;
+                margin: 0px;
+                overflow: hidden;
+                font-family:Monospace;
+                font-size:13px;
+                /*text-align:center;*/
+                font-weight: lighter;
+            }
+
+            a {
+                color: gray;
+                font-weight: bold;
+            }
+
+            #info {
+                color: gray;
+                position: absolute;
+                bottom: 0px;
+                width: 100%;
+                padding: 15px;
+            }
+            
+            .dg.ac {
+                z-index: 1 !important;
+            }
+        </style>
+    </head>
+    <body>
+
+        <script src="../build/three.js"></script>
+
+        <script src="js/shaders/CopyShader.js"></script>
+        <script src="js/shaders/PixelShader.js"></script>
+        <script src="js/postprocessing/EffectComposer.js"></script>
+        <script src="js/postprocessing/RenderPass.js"></script>
+        <script src="js/postprocessing/ShaderPass.js"></script>
+        <script src="js/controls/TrackballControls.js"></script>
+        <script src='js/libs/dat.gui.min.js'></script>
+
+        <div id="container"></div>
+
+        <div id="info">
+            <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - pixel shader example<br/>
+            shader by <a href="http://wongbryan.github.io">wongbryan</a>
+        </div>
+
+        <script>
+
+            var camera, scene, renderer, gui, composer;
+            var pixelPass, params;
+
+            var geomData = [], group;
+
+            init();
+            animate();
+
+            function updateGUI() {
+
+                pixelPass.uniforms.pixelSize.value = params.pixelSize;
+
+            }
+
+            function resize() {
+
+                camera.aspect = window.innerWidth / window.innerHeight;
+                camera.updateProjectionMatrix();
+                renderer.setSize( window.innerWidth, window.innerHeight );
+
+                pixelPass.uniforms.resolution.value.set( window.innerWidth, window.innerHeight ).multiplyScalar( window.devicePixelRatio );
+
+            }
+
+            function init() {
+
+                var container = document.getElementById( 'container' );
+                renderer = new THREE.WebGLRenderer( { antialias: true } );
+                renderer.setPixelRatio( window.devicePixelRatio );
+                renderer.setSize( window.innerWidth, window.innerHeight );
+                renderer.setClearColor( 0xbfe7ff );
+                container.appendChild( renderer.domElement );
+
+                camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
+                camera.position.set( 0, 0, 30 );
+                controls = new THREE.TrackballControls( camera, renderer.domElement );
+                controls.rotateSpeed = 2.0;
+                controls.panSpeed = 0.8;
+                controls.zoomSpeed = 1.5;
+
+                scene = new THREE.Scene();
+
+                var hemisphereLight = new THREE.HemisphereLight( 0xfceafc, 0x000000, .8 );
+                scene.add( hemisphereLight );
+
+                var dirLight = new THREE.DirectionalLight( 0xffffff, .5 );
+                dirLight.position.set( 150, 75, 150 );
+                scene.add( dirLight );
+
+                var dirLight2 = new THREE.DirectionalLight( 0xffffff, .2 );
+                dirLight2.position.set( - 150, 75, - 150 );
+                scene.add( dirLight2 );
+
+                var dirLight3 = new THREE.DirectionalLight( 0xffffff, .1 );
+                dirLight3.position.set( 0, 125, 0 );
+                scene.add( dirLight3 );
+
+                scene.add( hemisphereLight );
+                scene.add( dirLight );
+                scene.add( dirLight2 );
+                scene.add( dirLight3 );
+
+                geomData.push( new THREE.SphereGeometry( 1, 64, 64 ) );
+                geomData.push( new THREE.BoxGeometry( 1, 1, 1 ) );
+                geomData.push( new THREE.ConeGeometry( 1, 1, 32 ) );
+                geomData.push( new THREE.TetrahedronGeometry( 1 ) );
+                geomData.push( new THREE.TorusKnotGeometry( 1, .4 ) );
+
+                var numShapes = 25;
+                group = new THREE.Group();
+
+                for ( var i = 0; i < numShapes; i ++ ) {
+
+                    var geom = geomData[ Math.floor( Math.random() * geomData.length ) ];
+                    var color = new THREE.Color();
+                    color.setHSL( Math.random(), .7 + .2 * Math.random(), .5 + .1 * Math.random() );
+                    var mat = new THREE.MeshPhongMaterial( { color: color, shininess: 200 } );
+                    var mesh = new THREE.Mesh( geom, mat );
+                    var s = 4 + Math.random() * 10;
+                    mesh.scale.set( s, s, s );
+
+                    mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
+                    mesh.position.multiplyScalar( Math.random() * 200 );
+                    mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
+                    group.add( mesh );
+
+                }
+
+                scene.add( group );
+
+                composer = new THREE.EffectComposer( renderer );
+                composer.addPass( new THREE.RenderPass( scene, camera ) );
+
+                pixelPass = new THREE.ShaderPass( THREE.PixelShader );
+                pixelPass.uniforms.resolution.value = new THREE.Vector2( window.innerWidth, window.innerHeight );
+                pixelPass.uniforms.resolution.value.multiplyScalar( window.devicePixelRatio );
+                pixelPass.renderToScreen = true;
+                composer.addPass( pixelPass );
+
+                window.addEventListener( 'resize', resize );
+
+                params = {
+                    pixelSize: 128,
+                    postprocessing: true
+                };
+                gui = new dat.GUI();
+                gui.add( params, 'pixelSize' ).min( 2 ).max( 256 ).step( 2 );
+                gui.add( params, 'postprocessing' );
+
+            }
+
+            function update() {
+
+                controls.update();
+                updateGUI();
+                group.rotation.y += .0015;
+                group.rotation.z += .001;
+
+            }
+
+            function animate() {
+
+                update();
+
+                if ( params.postprocessing ) {
+
+                    composer.render();
+
+                } else {
+
+                    renderer.render( scene, camera );
+
+                }
+
+                window.requestAnimationFrame( animate );
+
+            }
+
+        </script>
+    </body>
+</html>