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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webvr - 360 6DOF panorama</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
- <link type="text/css" rel="stylesheet" href="main.css">
- <!-- WebXR Device API (For Chrome M76+), expires 12/04/2019 -->
- <meta http-equiv="origin-trial" content="Aq9LklhCLNUveuCr7QTpGpqwCPG817cYHdVyQuJPOZYk47iRB390lUKa5edVmgS1pZSl8HPspElEC/91Fz55dwIAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU03NiIsImV4cGlyeSI6MTU3NTQxNzU5OX0=">
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - 360 6DOF panorama<br />
- Written by <a href="https://orfleisher.com" target="_blank" rel="noopener">@juniorxsound</a>. Panorama from <a href="http://www.meryproject.com/" target="_blank" rel="noopener">reference panoramas</a>.
- </div>
-
- <script type="x-shader/x-vertex" id="vertexshader">
- varying vec2 vUv;
- uniform sampler2D depth_map;
- uniform float displacement;
- void main() {
- vUv = uv;
-
- float depth = texture2D(depth_map, uv).r;
- float disp = displacement * depth;
- vec3 offset = position + (-normal) * disp;
-
- gl_Position = projectionMatrix *
- modelViewMatrix *
- vec4(offset, 1.0);
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- varying vec2 vUv;
- uniform sampler2D texture;
- void main() {
- gl_FragColor = texture2D(texture, vUv);
- }
- </script>
- <script src="js/vr/HelioWebXRPolyfill.js"></script>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import { WEBVR } from './jsm/vr/WebVR.js';
- var camera, scene, renderer, sphere, clock;
- init();
- animate();
- function init() {
- var container = document.getElementById( 'container' );
-
- clock = new THREE.Clock();
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x101010 );
- camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 2000 );
- var cameraRig = new THREE.Object3D();
- cameraRig.position.y = -1.6;
- cameraRig.add( camera );
- scene.add( cameraRig );
- // Create the panoramic sphere with the custom shader material
- var panoSphereGeo = new THREE.SphereBufferGeometry( 6, 256, 256 );
- var panoSphereMat = new THREE.ShaderMaterial({
- uniforms: {
- texture: { value : null },
- depth_map: { value: null },
- displacement: { value: 4 }
- },
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- side: THREE.BackSide
- });
- sphere = new THREE.Mesh( panoSphereGeo, panoSphereMat );
- scene.add( sphere );
- // Load and assign the texture and depth map
- var loader = new THREE.TextureLoader();
- loader.load('./textures/kandao3.jpg', function ( texture ) {
- texture.minFilter = THREE.NearestFilter
- texture.magFilter = THREE.LinearFilter
- texture.format = THREE.RGBFormat
- texture.generateMipmaps = false
- sphere.material.uniforms.texture.value = texture;
- });
- loader.load('./textures/kandao3_depthmap.jpg', function ( depth ) {
- depth.minFilter = THREE.NearestFilter
- depth.magFilter = THREE.LinearFilter
- depth.format = THREE.RGBFormat
- depth.generateMipmaps = false
- sphere.material.uniforms.depth_map.value = depth;
- });
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.vr.enabled = true;
- container.appendChild( renderer.domElement );
- document.body.appendChild( WEBVR.createButton( renderer ) );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- renderer.setAnimationLoop( render );
- }
- function render() {
- // If we are not presenting move the camera a little so the effect is visible
- if (!renderer.vr.isPresenting()) {
- var time = clock.getElapsedTime();
- sphere.rotation.y += 0.001;
- sphere.position.x = Math.sin(time) * 0.2;
- sphere.position.z = Math.cos(time) * 0.2;
- }
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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