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Merge pull request #16497 from WestLangley/dev-webgl_hdr_html

Remove webgl_hdr.html example
Mr.doob 6 lat temu
rodzic
commit
b661c364c5
1 zmienionych plików z 0 dodań i 223 usunięć
  1. 0 223
      examples/webgl_hdr.html

+ 0 - 223
examples/webgl_hdr.html

@@ -1,223 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js webgl - materials - HDR texture</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 {
-				color: #fff;
-				font-family:Monospace;
-				font-size:13px;
-				text-align:center;
-				font-weight: bold;
-
-				background-color: #000;
-				margin: 0px;
-				overflow: hidden;
-			}
-
-			#info {
-				color:#fff;
-				position: absolute;
-				top: 0px; width: 100%;
-				padding: 5px;
-
-			}
-
-			a { color: red; }
-
-		</style>
-	</head>
-	<body>
-
-		<div id="container"></div>
-		<div id="info">
-			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl HDR texture example -
-			based on <a href="http://spidergl.org/example.php?id=13" target="_blank" rel="noopener">SpiderGL</a>
-		</div>
-
-		<script src="../build/three.js"></script>
-
-		<script src="js/WebGL.js"></script>
-		<script src="js/libs/stats.min.js"></script>
-
-		<!-- HDR fragment shader -->
-
-		<script id="fs-hdr" type="x-shader/x-fragment">
-
-			uniform sampler2D   tDiffuse;
-			uniform float       exposure;
-			uniform float       brightMax;
-
-			varying vec2  vUv;
-
-			vec3 decode_pnghdr( const in vec4 color ) {
-
-				// remove gamma correction
-				vec4 res = color * color;
-
-				// decoded RI
-				float ri = pow( 2.0, res.w * 32.0 - 16.0 );
-
-				// decoded HDR pixel
-				res.xyz = res.xyz * ri;
-				return res.xyz;
-
-			}
-
-			void main()	{
-
-				vec4 color = texture2D( tDiffuse, vUv );
-				color.xyz  = decode_pnghdr( color );
-
-				// apply gamma correction and exposure
-				//gl_FragColor = vec4( pow( exposure * color.xyz, vec3( 0.474 ) ), 1.0 );
-
-				// Perform tone-mapping
-				float Y = dot(vec4(0.30, 0.59, 0.11, 0.0), color);
-				float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
-				color *= YD;
-
-				gl_FragColor = vec4( color.xyz, 1.0 );
-
-			}
-
-		</script>
-
-		<!-- HDR vertex shader -->
-
-		<script id="vs-hdr" type="x-shader/x-vertex">
-
-			varying vec2 vUv;
-
-			void main()	{
-
-				vUv  = uv;
-				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
-
-			}
-
-		</script>
-
-
-		<script>
-
-			if ( WEBGL.isWebGLAvailable() === false ) {
-
-				document.body.appendChild( WEBGL.getWebGLErrorMessage() );
-
-			}
-
-			var container, stats;
-
-			var camera, scene, renderer;
-			var materialHDR, quad;
-
-			var sign = 1, rate = 1;
-
-			var clock = new THREE.Clock();
-
-			init();
-			animate();
-
-			function init() {
-
-				container = document.getElementById( 'container' );
-
-				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
-				camera.position.z = 900;
-
-				scene = new THREE.Scene();
-
-				var texture = new THREE.TextureLoader().load( "textures/memorial.png" );
-				texture.minFilter = THREE.LinearFilter;
-				texture.magFilter = THREE.NearestFilter;
-
-				materialHDR = new THREE.ShaderMaterial( {
-
-					uniforms: {
-						"tDiffuse": { value: texture },
-						"exposure": { value: 0.125 },
-						"brightMax": { value: 0.5 }
-					},
-					vertexShader: getText( 'vs-hdr' ),
-					fragmentShader: getText( 'fs-hdr' )
-
-				} );
-
-				var plane = new THREE.PlaneBufferGeometry( 512, 768 );
-
-				quad = new THREE.Mesh( plane, materialHDR );
-				quad.position.z = - 100;
-				scene.add( quad );
-
-				renderer = new THREE.WebGLRenderer();
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( window.innerWidth, window.innerHeight );
-				container.appendChild( renderer.domElement );
-
-				stats = new Stats();
-				container.appendChild( stats.dom );
-
-				//
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function onWindowResize() {
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			function getText( id ) {
-
-				return document.getElementById( id ).textContent;
-
-			}
-
-			//
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				render();
-				stats.update();
-
-			}
-
-			function render() {
-
-				var delta = clock.getDelta() * 5;
-
-				if ( materialHDR.uniforms[ "exposure" ].value > 0 || materialHDR.uniforms[ "exposure" ].value < 1 ) {
-
-					rate = 0.25;
-
-				} else {
-
-					rate = 1;
-
-				}
-
-				if ( materialHDR.uniforms[ "exposure" ].value > 5 || materialHDR.uniforms[ "exposure" ].value <= 0 ) {
-
-					sign *= - 1;
-
-				}
-
-				materialHDR.uniforms[ "exposure" ].value += sign * rate * delta;
-
-				renderer.render( scene, camera );
-
-			}
-
-		</script>
-	</body>
-</html>