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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - Depth Texture</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #fff;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- background-color: #000;
- margin: 0px;
- overflow: hidden;
- }
- a {
- color: #B2E9FF;
- font-weight: bold;
- pointer-events: auto;
- }
- canvas {
- position: absolute;
- top: 0;
- left: 0;
- }
- #info {
- pointer-events: none;
- position: absolute;
- left: 0;
- top: 0px; width: 100%;
- padding: 5px;
- display: inline-block;
- }
- #error {
- margin: auto;
- margin-top: 40px;
- display: block;
- max-width: 400px;
- padding: 20px;
- background: #CE0808;
- }
- </style>
- <script id="post-vert" type="x-shader/x-vertex">
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }
- </script>
- <script id="post-frag" type="x-shader/x-fragment">
- #include <packing>
- varying vec2 vUv;
- uniform sampler2D tDiffuse;
- uniform sampler2D tDepth;
- uniform float cameraNear;
- uniform float cameraFar;
- float readDepth (sampler2D depthSampler, vec2 coord) {
- float fragCoordZ = texture2D(depthSampler, coord).x;
- float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
- return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
- }
- void main() {
- vec3 diffuse = texture2D(tDiffuse, vUv).rgb;
- float depth = readDepth(tDepth, vUv);
- gl_FragColor.rgb = vec3(depth);
- gl_FragColor.a = 1.0;
- }
- </script>
- </head>
- <body>
- <canvas></canvas>
- <div id="info">
- <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Depth Texture<br/>
- Stores render target depth in a texture attachment.<br/>
- Created by <a href="http://twitter.com/mattdesl" target="_blank">@mattdesl</a>.
- <div id="error" style="display: none;">
- Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
- This demo will not work.
- </div>
- </div>
- <script src="../build/three.js"></script>
- <script src="js/shaders/SSAOShader.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script>
- var camera, scene, renderer, controls;
- var target;
- var postScene, postCamera;
- var supportsExtension = true;
- init();
- animate();
- function init() {
- var canvas = document.querySelector('canvas');
- var gl;
- try {
- gl = canvas.getContext('webgl2');
- } catch (err) {
- console.error(err);
- }
- var isWebGL2 = Boolean(gl);
- renderer = new THREE.WebGLRenderer( {
- canvas: canvas,
- context: gl
- } );
- if ( !renderer.extensions.get('WEBGL_depth_texture') ) {
- supportsExtension = false;
- document.querySelector('#error').style.display = 'block';
- return;
- }
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- //
- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
- camera.position.z = -4;
- controls = new THREE.OrbitControls( camera, renderer.domElement );
- controls.enableDamping = true;
- controls.dampingFactor = 0.25;
- controls.rotateSpeed = 0.35;
- // Create a multi render target with Float buffers
- target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
- target.texture.format = THREE.RGBFormat;
- target.texture.minFilter = THREE.NearestFilter;
- target.texture.magFilter = THREE.NearestFilter;
- target.texture.generateMipmaps = false;
- target.stencilBuffer = false;
- target.depthBuffer = true;
- target.depthTexture = new THREE.DepthTexture();
- target.depthTexture.type = isWebGL2 ? THREE.FloatType : THREE.UnsignedShortType;
- // Our scene
- scene = new THREE.Scene();
- setupScene();
- // Setup post-processing step
- setupPost();
- onWindowResize();
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function setupPost () {
- // Setup post processing stage
- postCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
- var postMaterial = new THREE.ShaderMaterial({
- vertexShader: document.querySelector('#post-vert').textContent.trim(),
- fragmentShader: document.querySelector('#post-frag').textContent.trim(),
- uniforms: {
- cameraNear: { value: camera.near },
- cameraFar: { value: camera.far },
- tDiffuse: { value: target.texture },
- tDepth: { value: target.depthTexture }
- }
- });
- var postPlane = new THREE.PlaneGeometry(2, 2);
- var postQuad = new THREE.Mesh(postPlane, postMaterial);
- postScene = new THREE.Scene();
- postScene.add(postQuad);
- }
- function setupScene () {
- var diffuse = new THREE.TextureLoader().load('textures/brick_diffuse.jpg');
- diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
- // Setup some geometries
- var geometry = new THREE.TorusKnotGeometry(1, 0.3, 128, 64);
- var material = new THREE.MeshBasicMaterial({ color: 'blue' })
- var count = 50;
- var scale = 5;
- for ( var i = 0; i < count; i ++ ) {
- var r = Math.random() * 2.0 * Math.PI;
- var z = (Math.random() * 2.0) - 1.0;
- var zScale = Math.sqrt(1.0 - z * z) * scale;
- var mesh = new THREE.Mesh(geometry, material);
- mesh.position.set(
- Math.cos(r) * zScale,
- Math.sin(r) * zScale,
- z * scale
- );
- mesh.rotation.set(Math.random(), Math.random(), Math.random());
- scene.add(mesh);
- }
- }
- function onWindowResize() {
- var aspect = window.innerWidth / window.innerHeight;
- camera.aspect = aspect;
- camera.updateProjectionMatrix();
- var dpr = renderer.getPixelRatio();
- target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- if ( !supportsExtension ) return;
- requestAnimationFrame( animate );
- controls.update();
- // render scene into target
- renderer.render( scene, camera, target );
- // render post FX
- renderer.render( postScene, postCamera );
- }
- </script>
- </body>
- </html>
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