webgl_hdr.html 4.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - HDR texture</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. a { color: red; }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> - webgl HDR texture example -
  31. based on <a href="http://spidergl.org/example.php?id=13" target="_blank">SpiderGL</a>
  32. </div>
  33. <script src="../build/three.js"></script>
  34. <script src="js/Detector.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <!-- HDR fragment shader -->
  37. <script id="fs-hdr" type="x-shader/x-fragment">
  38. uniform sampler2D tDiffuse;
  39. uniform float exposure;
  40. uniform float brightMax;
  41. varying vec2 vUv;
  42. vec3 decode_pnghdr( const in vec4 color ) {
  43. // remove gamma correction
  44. vec4 res = color * color;
  45. // decoded RI
  46. float ri = pow( 2.0, res.w * 32.0 - 16.0 );
  47. // decoded HDR pixel
  48. res.xyz = res.xyz * ri;
  49. return res.xyz;
  50. }
  51. void main() {
  52. vec4 color = texture2D( tDiffuse, vUv );
  53. color.xyz = decode_pnghdr( color );
  54. // apply gamma correction and exposure
  55. //gl_FragColor = vec4( pow( exposure * color.xyz, vec3( 0.474 ) ), 1.0 );
  56. // Perform tone-mapping
  57. float Y = dot(vec4(0.30, 0.59, 0.11, 0.0), color);
  58. float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
  59. color *= YD;
  60. gl_FragColor = vec4( color.xyz, 1.0 );
  61. }
  62. </script>
  63. <!-- HDR vertex shader -->
  64. <script id="vs-hdr" type="x-shader/x-vertex">
  65. varying vec2 vUv;
  66. void main() {
  67. vUv = uv;
  68. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  69. }
  70. </script>
  71. <script>
  72. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  73. var container, stats;
  74. var camera, scene, renderer;
  75. var materialHDR, quad;
  76. var sign = 1, rate = 1;
  77. var clock = new THREE.Clock();
  78. init();
  79. animate();
  80. function init() {
  81. container = document.getElementById( 'container' );
  82. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  83. camera.position.z = 900;
  84. scene = new THREE.Scene();
  85. var texture = new THREE.TextureLoader().load( "textures/memorial.png" );
  86. texture.minFilter = THREE.LinearFilter;
  87. texture.magFilter = THREE.NearestFilter;
  88. materialHDR = new THREE.ShaderMaterial( {
  89. uniforms: {
  90. tDiffuse: { value: texture },
  91. exposure: { value: 0.125 },
  92. brightMax: { value: 0.5 }
  93. },
  94. vertexShader: getText( 'vs-hdr' ),
  95. fragmentShader: getText( 'fs-hdr' )
  96. } );
  97. var plane = new THREE.PlaneBufferGeometry( 512, 768 );
  98. quad = new THREE.Mesh( plane, materialHDR );
  99. quad.position.z = -100;
  100. scene.add( quad );
  101. renderer = new THREE.WebGLRenderer();
  102. renderer.setPixelRatio( window.devicePixelRatio );
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. container.appendChild( renderer.domElement );
  105. stats = new Stats();
  106. container.appendChild( stats.dom );
  107. //
  108. window.addEventListener( 'resize', onWindowResize, false );
  109. }
  110. function onWindowResize() {
  111. camera.aspect = window.innerWidth / window.innerHeight;
  112. camera.updateProjectionMatrix();
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. }
  115. function getText( id ) {
  116. return document.getElementById( id ).textContent;
  117. }
  118. //
  119. function animate() {
  120. requestAnimationFrame( animate );
  121. render();
  122. stats.update();
  123. }
  124. function render() {
  125. delta = clock.getDelta() * 5;
  126. if ( materialHDR.uniforms.exposure.value > 0 || materialHDR.uniforms.exposure.value < 1 ) {
  127. rate = 0.25;
  128. } else {
  129. rate = 1;
  130. }
  131. if ( materialHDR.uniforms.exposure.value > 5 || materialHDR.uniforms.exposure.value <= 0 ) {
  132. sign *= -1;
  133. }
  134. materialHDR.uniforms.exposure.value += sign * rate * delta;
  135. renderer.render( scene, camera );
  136. }
  137. </script>
  138. </body>
  139. </html>