postprocessing.html 13 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - postprocessing - webgl</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #000;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #fff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#000;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. #oldie {
  24. font-family:monospace;
  25. font-size:13px;
  26. text-align:center;
  27. background:#eee;
  28. color:#000;
  29. padding:1em;
  30. width:475px;
  31. margin:5em auto 0;
  32. display:none;
  33. }
  34. a { color: red; }
  35. </style>
  36. </head>
  37. <body>
  38. <div id="container"></div>
  39. <div id="info">
  40. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  41. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  42. </div>
  43. <center>
  44. <div id="oldie">
  45. Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
  46. and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
  47. <br/>
  48. Please try in
  49. <a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
  50. <a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
  51. <a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
  52. </div>
  53. </center>
  54. <script type="text/javascript" src="js/Stats.js"></script>
  55. <script type="text/javascript" src="../build/ThreeExtras.js"></script>
  56. <!-- -----------------------------------------------------------------
  57. Film grain & scanlines shader
  58. - ported from HLSL to WebGL / GLSL
  59. http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
  60. // Screen Space Static Postprocessor
  61. //
  62. // Produces an analogue noise overlay similar to a film grain / TV static
  63. //
  64. // Original implementation and noise algorithm
  65. // Pat 'Hawthorne' Shearon
  66. //
  67. // Optimized scanlines + noise version with intensity scaling
  68. // Georg 'Leviathan' Steinrohder
  69. // This version is provided under a Creative Commons Attribution 3.0 License
  70. // http://creativecommons.org/licenses/by/3.0/
  71. ----------------------------------------------------------------- -->
  72. <!-- Film grain & scanlines fragment shader -->
  73. <script id="fs-film" type="x-shader/x-fragment">
  74. varying vec2 vUv;
  75. uniform sampler2D tDiffuse;
  76. // control parameter
  77. uniform float time;
  78. // noise effect intensity value (0 = no effect, 1 = full effect)
  79. const float fNintensity = 0.35;
  80. // scanlines effect intensity value (0 = no effect, 1 = full effect)
  81. const float fSintensity = 0.35;
  82. // scanlines effect count value (0 = no effect, 4096 = full effect)
  83. const float fScount = 4096.0;
  84. void main(void) {
  85. // sample the source
  86. vec4 cTextureScreen = texture2D( tDiffuse, vUv );
  87. // make some noise
  88. float x = vUv.x * vUv.y * time * 1000.0;
  89. x = mod( x, 13.0 ) * mod( x, 123.0 );
  90. float dx = mod( x, 0.01 );
  91. // add noise
  92. vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );
  93. // get us a sine and cosine
  94. vec2 sc = vec2( sin(vUv.y * fScount), cos(vUv.y * fScount) );
  95. // add scanlines
  96. cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * fSintensity;
  97. // interpolate between source and result by intensity
  98. cResult = cTextureScreen.rgb + clamp( fNintensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
  99. // convert to grayscale if desired
  100. cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
  101. gl_FragColor = vec4( cResult, cTextureScreen.a );
  102. }
  103. </script>
  104. <!-- Time modulated procedural color fragment shader -->
  105. <script id="fs-colors" type="x-shader/x-fragment">
  106. varying vec2 vUv;
  107. uniform float time;
  108. void main(void)
  109. {
  110. gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  111. }
  112. </script>
  113. <!-- Generic vertex shader -->
  114. <script id="vs-generic" type="x-shader/x-vertex">
  115. varying vec2 vUv;
  116. void main()
  117. {
  118. vUv = vec2( uv.x, 1.0 - uv.y );
  119. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  120. }
  121. </script>
  122. <script type="text/javascript">
  123. if ( !is_browser_compatible() ) {
  124. document.getElementById( "oldie" ).style.display = "block";
  125. }
  126. var container, stats;
  127. var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, renderer, mesh, directionalLight;
  128. var windowHalfX = window.innerWidth / 2;
  129. var windowHalfY = window.innerHeight / 2;
  130. var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
  131. init();
  132. setInterval( loop, 1000 / 60 );
  133. function init() {
  134. container = document.getElementById( 'container' );
  135. cameraOrtho = new THREE.Camera();
  136. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  137. cameraOrtho.position.z = 100;
  138. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  139. cameraPerspective.position.z = 900;
  140. sceneModel = new THREE.Scene();
  141. sceneScreen = new THREE.Scene();
  142. sceneBG = new THREE.Scene();
  143. directionalLight = new THREE.DirectionalLight( 0xffffff );
  144. directionalLight.position.x = 0;
  145. directionalLight.position.y = 0;
  146. directionalLight.position.z = 1;
  147. directionalLight.position.normalize();
  148. sceneModel.addLight( directionalLight );
  149. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  150. rtTexture2 = new THREE.RenderTarget( 256, 512, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
  151. rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
  152. materialColor = new THREE.MeshShaderMaterial( {
  153. uniforms: { time: { type: "f", value: 0.0 } },
  154. vertex_shader: getText( 'vs-generic' ),
  155. fragment_shader: getText( 'fs-colors' )
  156. } );
  157. var screen_shader = ShaderUtils.lib["screen"];
  158. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  159. screen_uniforms["tDiffuse"].texture = rtTexture1;
  160. screen_uniforms["opacity"].value = 0.4;
  161. materialScreen = new THREE.MeshShaderMaterial( {
  162. uniforms: screen_uniforms,
  163. vertex_shader: screen_shader.vertex_shader,
  164. fragment_shader: screen_shader.fragment_shader,
  165. blending: THREE.AdditiveBlending
  166. } );
  167. materialFilm = new THREE.MeshShaderMaterial( {
  168. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
  169. time: { type: "f", value: 0.0 }
  170. },
  171. vertex_shader: getText( 'vs-generic' ),
  172. fragment_shader: getText( 'fs-film' )
  173. } );
  174. var increment = 0.001953125;
  175. blurx = new THREE.Vector2( increment, 0.0 ),
  176. blury = new THREE.Vector2( 0.0, increment );
  177. var convolution_shader = ShaderUtils.lib["convolution"];
  178. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  179. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  180. convolution_uniforms["uImageIncrement"].value = blurx;
  181. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  182. materialConvolution = new THREE.MeshShaderMaterial( {
  183. uniforms: convolution_uniforms,
  184. vertex_shader: convolution_shader.vertex_shader,
  185. fragment_shader: convolution_shader.fragment_shader
  186. } );
  187. var plane = new Plane( window.innerWidth, window.innerHeight );
  188. quadBG = new THREE.Mesh( plane, materialColor );
  189. quadBG.position.z = -500;
  190. sceneBG.addObject( quadBG );
  191. loader = new THREE.Loader( true );
  192. document.body.appendChild( loader.statusDomElement );
  193. loader.loadAscii( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  194. quadScreen = new THREE.Mesh( plane, materialConvolution );
  195. quadScreen.position.z = -100;
  196. sceneScreen.addObject( quadScreen );
  197. renderer = new THREE.WebGLRenderer();
  198. renderer.setSize( window.innerWidth, window.innerHeight );
  199. renderer.autoClear = false;
  200. container.appendChild( renderer.domElement );
  201. stats = new Stats();
  202. stats.domElement.style.position = 'absolute';
  203. stats.domElement.style.top = '0px';
  204. //container.appendChild( stats.domElement );
  205. }
  206. function getText( id ) {
  207. return document.getElementById( id ).textContent;
  208. }
  209. function createMesh( geometry, scene, scale ) {
  210. geometry.computeTangents();
  211. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  212. var shader = ShaderUtils.lib[ "normal" ];
  213. var uniforms = Uniforms.clone( shader.uniforms );
  214. uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  215. uniforms[ "uNormalScale" ].value = - 0.75;
  216. uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  217. uniforms[ "enableAO" ].value = false;
  218. uniforms[ "enableDiffuse" ].value = true;
  219. uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
  220. uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
  221. uniforms[ "uDirLightPos" ].value = directionalLight.position;
  222. uniforms[ "uDirLightColor" ].value = directionalLight.color;
  223. uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
  224. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  225. uniforms[ "uSpecularColor" ].value.setHex( specular );
  226. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  227. uniforms[ "uShininess" ].value = shininess;
  228. var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
  229. var mat2 = new THREE.MeshShaderMaterial( parameters );
  230. mesh = new THREE.Mesh( geometry, mat2 );
  231. mesh.position.x = 0;
  232. mesh.position.y = -50;
  233. mesh.position.z = 0;
  234. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  235. mesh.updateMatrix();
  236. scene.addObject( mesh );
  237. loader.statusDomElement.style.display = "none";
  238. }
  239. var delta = 0.01;
  240. var start = 0;
  241. function loop() {
  242. if ( ! start ) start = new Date().getTime();
  243. var time = ( new Date().getTime() - start ) * 0.0004;
  244. if ( mesh ) {
  245. mesh.rotation.y = -time;
  246. }
  247. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  248. delta *= -1;
  249. }
  250. materialColor.uniforms.time.value += delta/2;
  251. materialFilm.uniforms.time.value += delta;
  252. renderer.clear();
  253. // Render scene into texture
  254. // background
  255. renderer.context.disable( renderer.context.DEPTH_TEST );
  256. renderer.render( sceneBG, cameraOrtho, rtTexture1 );
  257. renderer.context.enable( renderer.context.DEPTH_TEST );
  258. // model
  259. renderer.render( sceneModel, cameraPerspective, rtTexture1 );
  260. // Render quad with blured scene into texture (convolution pass 1)
  261. quadScreen.materials = [ materialConvolution ];
  262. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  263. materialConvolution.uniforms.uImageIncrement.value = blurx;
  264. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  265. // Render quad with blured scene into texture (convolution pass 2)
  266. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  267. materialConvolution.uniforms.uImageIncrement.value = blury;
  268. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  269. // Render original scene with superimposed blur into texture
  270. quadScreen.materials = [ materialScreen ];
  271. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  272. materialScreen.uniforms.opacity.value = 1.0;
  273. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  274. // Render final scene to the screen with film shader
  275. materialFilm.uniforms.tDiffuse.texture = rtTexture1;
  276. quadScreen.materials = [ materialFilm ];
  277. renderer.render( sceneScreen, cameraOrtho );
  278. stats.update();
  279. }
  280. function is_browser_compatible() {
  281. // WebGL support
  282. try { var test = new Float32Array(1); } catch(e) { return false; }
  283. // Web workers
  284. return !!window.Worker;
  285. }
  286. </script>
  287. </body>
  288. </html>