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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
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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/stats.min.js"></script>
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+ <script src="js/libs/dat.gui.min.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 glowTexture;
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+ uniform sampler2D shadowTexture;
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+
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+ uniform vec3 color;
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+ uniform float intensity;
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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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+ //vec4 shadow = texture2D(shadowTexture, vUv);
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+ //if(shadow.a > 0.0) {discard;}
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+ gl_FragColor = texture2D(baseTexture, vUv) + vec4(color, 1.0) * texture2D(glowTexture, vUv) * intensity;
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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, stats;
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+ var renderer;
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+
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+ var ENTIRE_SCENE = 0, BLOOM_SCENE = 1, SHADOW_SCENE = 2;
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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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+ showBloom : true,
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+ rows : 6,
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+ columns : 6,
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+ size : 2,
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+ cameraAngle : Math.PI * 0.5
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+ };
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+
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+ var container = document.getElementById( 'container' );
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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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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, 100 );
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+ camera.position.set( 0, 0, 30 );
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+ camera.lookAt(0,0,0);
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+ camera.updateProjectionMatrix();
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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 shadowComposer = new THREE.EffectComposer( renderer);
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+ shadowComposer.renderToScreen = false;
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+ shadowComposer.setSize( window.innerWidth, window.innerHeight );
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+ shadowComposer.addPass( renderScene );
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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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+ glowTexture: { value : bloomComposer.renderTarget2.texture},
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+ // shadowTexture: {value : shadowComposer.renderTarget2.texture},
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+ intensity : {value : 1.0},
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+ color : {value : new THREE.Color(1.0, 1.0, 1.0)}
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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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+ setupBoxes();
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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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+ 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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+
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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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+
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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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+
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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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+
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+ } );
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+
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+ folder.add( params, 'showBloom').onChange(function(value)
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+ {
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+ finalPass.enabled = value;
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+ });
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+
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+ folder.open();
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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 = gui.addFolder('Camera Position');
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+
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+ folder.add(params, 'cameraAngle', 0, Math.PI * 2).step(0.001).onChange(function(value)
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+ {
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+ camera.position.x = Math.cos(value) * 30;
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+ camera.position.z = Math.sin(value) * 30;
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+ camera.lookAt(0,0,0);
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+ camera.updateProjectionMatrix();
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+ })
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+
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+ animate();
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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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+ if(object.layers.test(BLOOM_SCENE))
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+ {
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+ object.layers.disable(SHADOW_SCENE);
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+ }
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+ else
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+ {
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+ object.layers.enable(SHADOW_SCENE);
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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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+ // render targets are resized by respective composers
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+ bloomComposer.setSize( width, height );
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+ finalComposer.setSize(width, height);
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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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+ scene.children.length = 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 box = new THREE.Mesh(new THREE.BoxBufferGeometry(size,size,size), new THREE.MeshBasicMaterial({
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+ color: Math.floor(Math.random() * 0xffffff)
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+ }));
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+ box.layers.enable(SHADOW_SCENE);
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+ box.position.set(x,y,0);
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+ scene.add(box);
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+ }
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+ }
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ stats.update();
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+
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+ // render scene with shadows
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+ camera.layers.set(SHADOW_SCENE);
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+ shadowComposer.render();
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+
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+ // render scene with bloom
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+ camera.layers.set(BLOOM_SCENE);
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+ bloomComposer.render();
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+
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+ // render scene the entire scene
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+ // render bloom on top of scene but discard pixels where the shadows are present
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+ camera.layers.set(ENTIRE_SCENE);
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+ finalComposer.render();
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+ }
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+
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+ </script>
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+
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+ </body>
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+
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+</html>
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