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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</title>
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+ <meta charset="utf-8">
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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #000;
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+ overflow: hidden;
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+ font-family:Monospace;
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+ font-size:13px;
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+ margin: 0px;
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+ text-align:center;
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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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+ }
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+ </style>
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Post-Processing
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+ </div>
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+
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+ <script src="../build/three.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/shaders/CopyShader.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/MaskPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+
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+ <!-- NodeLibrary -->
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+ <script src="js/shaders/nodes/GLNode.js"></script>
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+ <script src="js/shaders/nodes/RawNode.js"></script>
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+ <script src="js/shaders/nodes/TempNode.js"></script>
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+ <script src="js/shaders/nodes/InputNode.js"></script>
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+ <script src="js/shaders/nodes/ConstNode.js"></script>
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+ <script src="js/shaders/nodes/FunctionNode.js"></script>
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+ <script src="js/shaders/nodes/FunctionCallNode.js"></script>
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+ <script src="js/shaders/nodes/BuilderNode.js"></script>
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+ <script src="js/shaders/nodes/LibNode.js"></script>
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+ <script src="js/shaders/nodes/NodeMaterial.js"></script>
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+
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+ <!-- Accessors -->
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+ <script src="js/shaders/nodes/accessors/PositionNode.js"></script>
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+ <script src="js/shaders/nodes/accessors/NormalNode.js"></script>
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+ <script src="js/shaders/nodes/accessors/UVNode.js"></script>
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+ <script src="js/shaders/nodes/accessors/ColorsNode.js"></script>
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+
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+ <!-- Inputs -->
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+ <script src="js/shaders/nodes/inputs/IntNode.js"></script>
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+ <script src="js/shaders/nodes/inputs/FloatNode.js"></script>
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+ <script src="js/shaders/nodes/inputs/ColorNode.js"></script>
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+ <script src="js/shaders/nodes/inputs/Vector2Node.js"></script>
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+ <script src="js/shaders/nodes/inputs/Vector3Node.js"></script>
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+ <script src="js/shaders/nodes/inputs/Vector4Node.js"></script>
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+ <script src="js/shaders/nodes/inputs/TextureNode.js"></script>
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+ <script src="js/shaders/nodes/inputs/CubeTextureNode.js"></script>
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+ <script src="js/shaders/nodes/inputs/ScreenNode.js"></script>
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+
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+ <!-- Math -->
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+ <script src="js/shaders/nodes/math/Math1Node.js"></script>
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+ <script src="js/shaders/nodes/math/Math2Node.js"></script>
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+ <script src="js/shaders/nodes/math/Math3Node.js"></script>
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+ <script src="js/shaders/nodes/math/OperatorNode.js"></script>
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+
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+ <!-- Utils -->
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+ <script src="js/shaders/nodes/utils/SwitchNode.js"></script>
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+ <script src="js/shaders/nodes/utils/JoinNode.js"></script>
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+ <script src="js/shaders/nodes/utils/TimeNode.js"></script>
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+ <script src="js/shaders/nodes/utils/NormalMapNode.js"></script>
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+
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+ <!-- Post-Processing -->
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+ <script src="js/shaders/nodes/postprocessing/NodePass.js"></script>
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+
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+ <script>
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+
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+ var camera, scene, renderer, composer;
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+ var object, light, nodepass;
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+ var gui, guiElements = [];
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+
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+ var param = { example: 'brightness' };
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+
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+ var lensflare2 = new THREE.TextureLoader().load( 'textures/lensflare2.jpg' );
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+ lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
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+
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+ var decalNormal = new THREE.TextureLoader().load( 'textures/decal/decal-normal.jpg' );
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+ decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
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+
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+ init();
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+ animate();
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+
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+ function clearGui() {
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+
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+ if ( gui ) gui.destroy();
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+
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+ gui = new dat.GUI();
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+
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+ var example = gui.add( param, 'example', {
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+ 'basic / Brightness': 'brightness',
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+ 'basic / Blends': 'blends',
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+ 'basic / Fade': 'fade',
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+ 'basic / Invert': 'invert',
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+ 'adv / Saturation': 'saturation',
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+ 'adv / Mosaic': 'mosaic',
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+ } ).onFinishChange( function() {
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+
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+ updateMaterial();
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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 addGui( name, value, callback, isColor, min, max ) {
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+
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+ var node;
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+
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+ param[ name ] = value;
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+
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+ if ( isColor ) {
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+
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+ node = gui.addColor( param, name ).onChange( function() {
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+
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+ callback( param[ name ] );
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+
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+ } );
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+
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+ }
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+ else if ( typeof value == 'object' ) {
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+
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+ node = gui.add( param, name, value ).onChange( function() {
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+
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+ callback( param[ name ] );
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+
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+ } );
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+
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+ }
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+ else {
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+
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+ node = gui.add( param, name, min, max ).onChange( function() {
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+
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+ callback( param[ name ] );
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+
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+ } );
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+
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+ }
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+
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+ return node;
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+
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+ }
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+
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+ function updateMaterial() {
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+
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+ var name = param.example;
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+
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+ clearGui();
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+
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+ switch ( name ) {
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+
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+ case 'brightness':
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+
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+ var screen = new THREE.ScreenNode();
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+
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+ var brightness = new THREE.FloatNode( - 1 );
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+ var contrast = new THREE.FloatNode( 3 );
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+
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+ var contrastResult = new THREE.OperatorNode(
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+ screen,
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+ contrast,
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+ THREE.OperatorNode.MUL
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+ );
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+
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+ var brightnessResult = new THREE.OperatorNode(
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+ contrastResult,
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+ brightness,
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+ THREE.OperatorNode.ADD
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+ );
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+
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+ nodepass.value = brightnessResult;
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+
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+ // GUI
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+
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+ addGui( 'brightness', brightness.number, function( val ) {
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+
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+ brightness.number = val;
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+
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+ }, false, - 1, 2 );
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+
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+ addGui( 'contrast', contrast.number, function( val ) {
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+
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+ contrast.number = val;
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+
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+ }, false, 0, 4 );
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+
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+ break;
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+
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+ case 'fade':
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+
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+ // PASS
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+
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+ var color = new THREE.ColorNode( 0xFFFFFF );
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+ var percent = new THREE.FloatNode( .5 );
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+
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+ var fade = new THREE.Math3Node(
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+ new THREE.ScreenNode(),
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+ color,
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+ percent,
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+ THREE.Math3Node.MIX
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+ );
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+
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+ nodepass.value = fade;
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+
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+ // GUI
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+
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+ addGui( 'color', color.value.getHex(), function( val ) {
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+
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+ color.value.setHex( val );
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+
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+ }, true );
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+
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+ addGui( 'fade', percent.number, function( val ) {
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+
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+ percent.number = val;
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+
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+ }, false, 0, 1 );
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+
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+ break;
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+
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+ case 'invert':
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+
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+ // PASS
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+
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+ var alpha = new THREE.FloatNode( 1 );
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+
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+ var screen = new THREE.ScreenNode();
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+ var inverted = new THREE.Math1Node( screen, THREE.Math1Node.INVERT );
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+
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+ var fade = new THREE.Math3Node(
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+ screen,
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+ inverted,
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+ alpha,
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+ THREE.Math3Node.MIX
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+ );
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+
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+ nodepass.value = fade;
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+
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+ // GUI
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+
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+ addGui( 'alpha', alpha.number, function( val ) {
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+
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+ alpha.number = val;
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+
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+ }, false, 0, 1 );
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+
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+ break;
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+
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+ case 'blends':
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+
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+ // PASS
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+
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+ var multiply = new THREE.OperatorNode(
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+ new THREE.ScreenNode(),
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+ new THREE.TextureNode( lensflare2 ),
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+ THREE.OperatorNode.ADD
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+ );
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+
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+ nodepass.value = multiply;
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+
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+ // GUI
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+
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+ addGui( 'blend', {
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+ 'addition' : THREE.OperatorNode.ADD,
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+ 'subtract' : THREE.OperatorNode.SUB,
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+ 'multiply' : THREE.OperatorNode.MUL,
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+ 'division' : THREE.OperatorNode.DIV
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+ }, function( val ) {
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+
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+ multiply.op = val;
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+
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+ nodepass.build();
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+
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+ } );
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+
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+ break;
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+
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+ case 'saturation':
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+
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+ // PASS
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+
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+ var screen = new THREE.ScreenNode();
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+ var sat = new THREE.FloatNode( 0 );
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+
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+ var satrgb = new THREE.FunctionNode( [
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+ "vec3 satrgb(vec3 rgb, float adjustment) {",
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+ //"const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
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+ "vec3 intensity = vec3(dot(rgb, LUMA));",
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+ "return mix(intensity, rgb, adjustment);",
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+ "}"
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+ ].join( "\n" ) );
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+
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+ var saturation = new THREE.FunctionCallNode( satrgb );
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+ saturation.input.rgb = screen;
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+ saturation.input.adjustment = sat;
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+
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+ nodepass.value = saturation;
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+
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+ // GUI
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+
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+ addGui( 'saturation', sat.number, function( val ) {
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+
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+ sat.number = val;
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+
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+ }, false, 0, 2 );
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+
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+ break;
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+
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+ case 'refraction':
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+
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+ // PASS
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+
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+ var normal = new THREE.TextureNode( decalNormal );
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+ var normalY = new THREE.SwitchNode( normal, 'y' );
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+
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+ var offsetNormal = new THREE.OperatorNode(
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+ normalY,
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+ new THREE.FloatNode( .5 ),
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+ THREE.OperatorNode.ADD
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+ );
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+
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+ var scale = new THREE.FloatNode( .5 );
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+
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+ var scaleNormal = new THREE.Math3Node(
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+ new THREE.FloatNode( 1 ),
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+ offsetNormal,
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+ scale,
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+ THREE.Math3Node.MIX
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+ );
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+
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+ var offsetCoord = new THREE.OperatorNode(
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+ new THREE.UVNode(),
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+ scaleNormal,
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+ THREE.OperatorNode.MUL
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+ );
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+
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+ var screen = new THREE.ScreenNode( offsetCoord );
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+
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+ nodepass.value = screen;
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+
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+ // GUI
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+
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+ addGui( 'scale', scale.number, function( val ) {
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+
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+ scale.number = val;
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+
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+ }, false, 0, 1 );
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+
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+ break;
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+
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+ case 'mosaic':
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+
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+ // PASS
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+
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+ var scale = new THREE.FloatNode( 128 );
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+ var fade = new THREE.FloatNode( 1 );
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+ var uv = new THREE.UVNode();
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+ var tex = new THREE.TextureNode( lensflare2 );
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+
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+ var mask = new THREE.Math1Node( new THREE.SwitchNode( tex, 'x' ), THREE.Math1Node.INVERT );
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+
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+ var blocks = new THREE.OperatorNode(
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+ uv,
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+ scale,
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+ THREE.OperatorNode.MUL
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+ );
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+
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+ var blocksSize = new THREE.Math1Node(
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+ blocks,
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+ THREE.Math1Node.FLOOR
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+ );
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+
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+ var coord = new THREE.OperatorNode(
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+ blocksSize,
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+ scale,
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+ THREE.OperatorNode.DIV
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+ );
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+
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+ var maskAlpha = new THREE.OperatorNode(
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+ mask,
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+ fade,
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+ THREE.OperatorNode.MUL
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+ );
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+
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+ var fadeCoord = new THREE.Math3Node(
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+ uv,
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+ coord,
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+ maskAlpha,
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+ THREE.Math3Node.MIX
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+ );
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+
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+ var screen = new THREE.ScreenNode( fadeCoord );
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+
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+ nodepass.value = screen;
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+
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+ // GUI
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+
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+ addGui( 'scale', scale.number, function( val ) {
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+
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+ scale.number = val;
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+
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+ }, false, 16, 1024 );
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+
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+ addGui( 'fade', fade.number, function( val ) {
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+
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+ fade.number = val;
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+
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+ }, false, 0, 1 );
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+
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+ addGui( 'mask', true, function( val ) {
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+
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+ fadeCoord.c = val ? maskAlpha : fade;
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+
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+ nodepass.build();
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+
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+ }, false, 0, 1 );
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+
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+ break;
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+
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+ }
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+
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+ nodepass.build();
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+
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+ }
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+
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+ function init() {
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+
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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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+ document.body.appendChild( renderer.domElement );
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.z = 400;
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+
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+ scene = new THREE.Scene();
|
|
|
+ scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
|
|
|
+
|
|
|
+ object = new THREE.Object3D();
|
|
|
+ scene.add( object );
|
|
|
+
|
|
|
+ var geometry = new THREE.SphereGeometry( 1, 4, 4 );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 100; i ++ ) {
|
|
|
+
|
|
|
+ var material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), shading: THREE.FlatShading } );
|
|
|
+ var mesh = new THREE.Mesh( geometry, material );
|
|
|
+ mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
|
|
|
+ mesh.position.multiplyScalar( Math.random() * 400 );
|
|
|
+ mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
|
|
|
+ mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
|
|
|
+ object.add( mesh );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ scene.add( new THREE.AmbientLight( 0x999999 ) );
|
|
|
+
|
|
|
+ light = new THREE.DirectionalLight( 0xffffff );
|
|
|
+ light.position.set( 1, 1, 1 );
|
|
|
+ scene.add( light );
|
|
|
+
|
|
|
+ // postprocessing
|
|
|
+
|
|
|
+ composer = new THREE.EffectComposer( renderer );
|
|
|
+ composer.addPass( new THREE.RenderPass( scene, camera ) );
|
|
|
+
|
|
|
+ nodepass = new THREE.NodePass();
|
|
|
+ nodepass.renderToScreen = true;
|
|
|
+
|
|
|
+ composer.addPass( nodepass );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ updateMaterial();
|
|
|
+
|
|
|
+ window.addEventListener( 'resize', onWindowResize, false );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function onWindowResize() {
|
|
|
+
|
|
|
+ camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
+
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ composer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function animate() {
|
|
|
+
|
|
|
+ requestAnimationFrame( animate );
|
|
|
+
|
|
|
+ object.rotation.x += 0.005;
|
|
|
+ object.rotation.y += 0.01;
|
|
|
+
|
|
|
+ composer.render();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ </script>
|
|
|
+
|
|
|
+ </body>
|
|
|
+</html>
|