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@@ -24,172 +24,175 @@
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import { RenderPass } from './jsm/postprocessing/RenderPass.js';
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import { HalftonePass } from './jsm/postprocessing/HalftonePass.js';
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- // setup
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+ let renderer, clock, camera, stats;
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- var renderer, clock, camera, controls, stats, rotationSpeed;
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+ const rotationSpeed = Math.PI / 64;
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- renderer = new THREE.WebGLRenderer();
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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+ let composer, group;
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- clock = new THREE.Clock();
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+ init();
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+ animate();
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- camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
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- camera.position.z = 12;
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+ function init() {
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- rotationSpeed = Math.PI / 64;
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- stats = new Stats();
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-
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- document.body.appendChild( renderer.domElement );
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- document.body.appendChild( stats.dom );
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-
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- // camera controls
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- controls = new OrbitControls( camera, renderer.domElement );
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- controls.target.set( 0, 0, 0 );
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- controls.update();
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-
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- // scene
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- var scene, group, mat, floor, light;
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-
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- scene = new THREE.Scene();
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- scene.background = new THREE.Color( 0x444444 );
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- group = new THREE.Group();
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- floor = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
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- floor.position.y = - 10;
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- light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
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- light.position.y = 2;
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- group.add( floor, light );
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- scene.add( group );
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-
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- mat = new THREE.ShaderMaterial( {
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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- uniforms: {},
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+ clock = new THREE.Clock();
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- vertexShader: [
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- "varying vec2 vUV;",
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- "varying vec3 vNormal;",
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+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.z = 12;
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- "void main() {",
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+ stats = new Stats();
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- "vUV = uv;",
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- "vNormal = vec3( normal );",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ document.body.appendChild( renderer.domElement );
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+ document.body.appendChild( stats.dom );
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- "}"
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- ].join( "\n" ),
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+ // camera controls
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+ const controls = new OrbitControls( camera, renderer.domElement );
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+ controls.target.set( 0, 0, 0 );
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+ controls.update();
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- fragmentShader: [
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- "varying vec2 vUV;",
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- "varying vec3 vNormal;",
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+ // scene
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- "void main() {",
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+ const scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x444444 );
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- "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
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- "gl_FragColor = c;",
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+ group = new THREE.Group();
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+ const floor = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
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+ floor.position.y = - 10;
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+ const light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
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+ light.position.y = 2;
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+ group.add( floor, light );
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+ scene.add( group );
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+
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+ const mat = new THREE.ShaderMaterial( {
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- "}"
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- ].join( "\n" )
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- } );
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+ uniforms: {},
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+
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+ vertexShader: [
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+ "varying vec2 vUV;",
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ "vUV = uv;",
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+ "vNormal = vec3( normal );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+ "varying vec2 vUV;",
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
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+ "gl_FragColor = c;",
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+
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+ "}"
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+ ].join( "\n" )
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+ } );
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+
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+ for ( let i = 0; i < 50; ++ i ) {
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+
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+ // fill scene with coloured cubes
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+ const mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 2, 2, 2 ), mat );
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+ mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
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+ mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
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+ group.add( mesh );
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+
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+ }
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+
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+ // post-processing
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+
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+ composer = new EffectComposer( renderer );
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+ const renderPass = new RenderPass( scene, camera );
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+ const params = {
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+ shape: 1,
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+ radius: 4,
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+ rotateR: Math.PI / 12,
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+ rotateB: Math.PI / 12 * 2,
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+ rotateG: Math.PI / 12 * 3,
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+ scatter: 0,
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+ blending: 1,
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+ blendingMode: 1,
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+ greyscale: false,
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+ disable: false
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+ };
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+ const halftonePass = new HalftonePass( window.innerWidth, window.innerHeight, params );
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+ composer.addPass( renderPass );
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+ composer.addPass( halftonePass );
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+
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+ window.onresize = function () {
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+
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+ // resize composer
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ composer.setSize( window.innerWidth, window.innerHeight );
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ };
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+
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+ // GUI
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+
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+ const controller = {
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+ radius: halftonePass.uniforms[ "radius" ].value,
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+ rotateR: halftonePass.uniforms[ "rotateR" ].value / ( Math.PI / 180 ),
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+ rotateG: halftonePass.uniforms[ "rotateG" ].value / ( Math.PI / 180 ),
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+ rotateB: halftonePass.uniforms[ "rotateB" ].value / ( Math.PI / 180 ),
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+ scatter: halftonePass.uniforms[ "scatter" ].value,
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+ shape: halftonePass.uniforms[ "shape" ].value,
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+ greyscale: halftonePass.uniforms[ "greyscale" ].value,
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+ blending: halftonePass.uniforms[ "blending" ].value,
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+ blendingMode: halftonePass.uniforms[ "blendingMode" ].value,
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+ disable: halftonePass.uniforms[ "disable" ].value
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+ };
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+
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+ function onGUIChange() {
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+
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+ // update uniforms
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+ halftonePass.uniforms[ "radius" ].value = controller.radius;
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+ halftonePass.uniforms[ "rotateR" ].value = controller.rotateR * ( Math.PI / 180 );
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+ halftonePass.uniforms[ "rotateG" ].value = controller.rotateG * ( Math.PI / 180 );
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+ halftonePass.uniforms[ "rotateB" ].value = controller.rotateB * ( Math.PI / 180 );
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+ halftonePass.uniforms[ "scatter" ].value = controller.scatter;
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+ halftonePass.uniforms[ "shape" ].value = controller.shape;
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+ halftonePass.uniforms[ "greyscale" ].value = controller.greyscale;
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+ halftonePass.uniforms[ "blending" ].value = controller.blending;
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+ halftonePass.uniforms[ "blendingMode" ].value = controller.blendingMode;
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+ halftonePass.uniforms[ "disable" ].value = controller.disable;
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+
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+ }
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+
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+ const gui = new GUI();
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+ gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
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+ gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
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+ gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
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+ gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
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+ gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
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+ gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
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+ gui.add( controller, 'greyscale' ).onChange( onGUIChange );
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+ gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
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+ gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
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+ gui.add( controller, 'disable' ).onChange( onGUIChange );
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- for ( var i = 0; i < 50; ++ i ) {
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+ }
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- // fill scene with coloured cubes
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- var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 2, 2, 2 ), mat );
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- mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
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- mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
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- group.add( mesh );
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+ function animate() {
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- }
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+ requestAnimationFrame( animate );
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- // post-processing
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- var composer, renderPass, halftonePass, params;
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-
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- composer = new EffectComposer( renderer );
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- renderPass = new RenderPass( scene, camera );
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- params = {
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- shape: 1,
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- radius: 4,
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- rotateR: Math.PI / 12,
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- rotateB: Math.PI / 12 * 2,
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- rotateG: Math.PI / 12 * 3,
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- scatter: 0,
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- blending: 1,
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- blendingMode: 1,
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- greyscale: false,
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- disable: false
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- };
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- halftonePass = new HalftonePass( window.innerWidth, window.innerHeight, params );
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- composer.addPass( renderPass );
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- composer.addPass( halftonePass );
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-
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- window.onresize = function () {
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-
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- // resize composer
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- composer.setSize( window.innerWidth, window.innerHeight );
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- camera.aspect = window.innerWidth / window.innerHeight;
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- camera.updateProjectionMatrix();
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-
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- };
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-
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- // GUI
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- var controller, gui, onGUIChange;
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-
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- controller = {
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- radius: halftonePass.uniforms[ "radius" ].value,
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- rotateR: halftonePass.uniforms[ "rotateR" ].value / ( Math.PI / 180 ),
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- rotateG: halftonePass.uniforms[ "rotateG" ].value / ( Math.PI / 180 ),
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- rotateB: halftonePass.uniforms[ "rotateB" ].value / ( Math.PI / 180 ),
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- scatter: halftonePass.uniforms[ "scatter" ].value,
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- shape: halftonePass.uniforms[ "shape" ].value,
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- greyscale: halftonePass.uniforms[ "greyscale" ].value,
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- blending: halftonePass.uniforms[ "blending" ].value,
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- blendingMode: halftonePass.uniforms[ "blendingMode" ].value,
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- disable: halftonePass.uniforms[ "disable" ].value
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- };
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-
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- onGUIChange = function () {
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-
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- // update uniforms
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- halftonePass.uniforms[ "radius" ].value = controller.radius;
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- halftonePass.uniforms[ "rotateR" ].value = controller.rotateR * ( Math.PI / 180 );
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- halftonePass.uniforms[ "rotateG" ].value = controller.rotateG * ( Math.PI / 180 );
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- halftonePass.uniforms[ "rotateB" ].value = controller.rotateB * ( Math.PI / 180 );
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- halftonePass.uniforms[ "scatter" ].value = controller.scatter;
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- halftonePass.uniforms[ "shape" ].value = controller.shape;
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- halftonePass.uniforms[ "greyscale" ].value = controller.greyscale;
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- halftonePass.uniforms[ "blending" ].value = controller.blending;
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- halftonePass.uniforms[ "blendingMode" ].value = controller.blendingMode;
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- halftonePass.uniforms[ "disable" ].value = controller.disable;
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-
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- };
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-
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- gui = new GUI();
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- gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
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- gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
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- gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
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- gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
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- gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
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- gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
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- gui.add( controller, 'greyscale' ).onChange( onGUIChange );
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- gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
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- gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
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- gui.add( controller, 'disable' ).onChange( onGUIChange );
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-
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- function loop() {
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-
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- // demo loop
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- var delta = clock.getDelta();
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- requestAnimationFrame( loop );
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+ const delta = clock.getDelta();
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stats.update();
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group.rotation.y += delta * rotationSpeed;
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composer.render( delta );
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}
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- loop();
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-
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-
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</script>
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</body>
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</html>
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