postprocessing.html 16 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. Convolution shader
  58. - ported from o3d sample to WebGL / GLSL
  59. http://o3d.googlecode.com/svn/trunk/samples/convolution.html
  60. ----------------------------------------------------------------- ->
  61. <!-- Convolution fragment shader -->
  62. <script id="fs-convolution" type="x-shader/x-fragment">
  63. varying vec2 vUv;
  64. uniform sampler2D tDiffuse;
  65. uniform vec2 uImageIncrement;
  66. #define KERNEL_SIZE 25
  67. uniform float cKernel[KERNEL_SIZE];
  68. void main(void) {
  69. vec2 imageCoord = vUv;
  70. vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
  71. for( int i=0; i<KERNEL_SIZE; ++i ) {
  72. sum += texture2D( tDiffuse, imageCoord ) * cKernel[i];
  73. imageCoord += uImageIncrement;
  74. }
  75. gl_FragColor = sum;
  76. }
  77. </script>
  78. <!-- Convolution vertex shader -->
  79. <script id="vs-convolution" type="x-shader/x-vertex">
  80. varying vec2 vUv;
  81. uniform vec2 uImageIncrement;
  82. #define KERNEL_SIZE 25.0
  83. void main(void) {
  84. //vUv = vec2( uv.x, 1.0 - uv.y ) - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;
  85. vUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;
  86. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  87. }
  88. </script>
  89. <!-- -----------------------------------------------------------------
  90. Film grain & scanlines shader
  91. - ported from HLSL to WebGL / GLSL
  92. http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
  93. // Screen Space Static Postprocessor
  94. //
  95. // Produces an analogue noise overlay similar to a film grain / TV static
  96. //
  97. // Original implementation and noise algorithm
  98. // Pat 'Hawthorne' Shearon
  99. //
  100. // Optimized scanlines + noise version with intensity scaling
  101. // Georg 'Leviathan' Steinrohder
  102. // This version is provided under a Creative Commons Attribution 3.0 License
  103. // http://creativecommons.org/licenses/by/3.0/
  104. ----------------------------------------------------------------- -->
  105. <!-- Film grain & scanlines fragment shader -->
  106. <script id="fs-film" type="x-shader/x-fragment">
  107. varying vec2 vUv;
  108. uniform sampler2D tDiffuse;
  109. // control parameter
  110. uniform float time;
  111. // noise effect intensity value (0 = no effect, 1 = full effect)
  112. const float fNintensity = 0.35;
  113. // scanlines effect intensity value (0 = no effect, 1 = full effect)
  114. const float fSintensity = 0.35;
  115. // scanlines effect count value (0 = no effect, 4096 = full effect)
  116. const float fScount = 4096.0;
  117. void main(void) {
  118. // sample the source
  119. vec4 cTextureScreen = texture2D( tDiffuse, vUv );
  120. // make some noise
  121. float x = vUv.x * vUv.y * time * 1000.0;
  122. x = mod( x, 13.0 ) * mod( x, 123.0 );
  123. float dx = mod( x, 0.01 );
  124. // add noise
  125. vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );
  126. // get us a sine and cosine
  127. vec2 sc = vec2( sin(vUv.y * fScount), cos(vUv.y * fScount) );
  128. // add scanlines
  129. cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * fSintensity;
  130. // interpolate between source and result by intensity
  131. cResult = cTextureScreen.rgb + clamp( fNintensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
  132. // convert to grayscale if desired
  133. cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
  134. gl_FragColor = vec4( cResult, cTextureScreen.a );
  135. }
  136. </script>
  137. <!-- Render parameter modulated texture fragment shader -->
  138. <script id="fs-screen" type="x-shader/x-fragment">
  139. varying vec2 vUv;
  140. uniform sampler2D tDiffuse;
  141. uniform float opacity;
  142. void main(void)
  143. {
  144. vec4 texel = texture2D( tDiffuse, vUv );
  145. gl_FragColor = opacity * texel;
  146. }
  147. </script>
  148. <!-- Time modulated procedural color fragment shader -->
  149. <script id="fs-colors" type="x-shader/x-fragment">
  150. varying vec2 vUv;
  151. uniform float time;
  152. void main(void)
  153. {
  154. gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  155. }
  156. </script>
  157. <!-- Generic vertex shader -->
  158. <script id="vs-generic" type="x-shader/x-vertex">
  159. varying vec2 vUv;
  160. void main()
  161. {
  162. vUv = vec2( uv.x, 1.0 - uv.y );
  163. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  164. }
  165. </script>
  166. <script type="text/javascript">
  167. if ( !is_browser_compatible() ) {
  168. document.getElementById( "oldie" ).style.display = "block";
  169. }
  170. var container, stats;
  171. var cameraOrtho, cameraPerspective, sceneRTT, sceneScreen, sceneBG, renderer, mesh, directionalLight;
  172. var windowHalfX = window.innerWidth / 2;
  173. var windowHalfY = window.innerHeight / 2;
  174. var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
  175. init();
  176. setInterval( loop, 1000 / 60 );
  177. function init() {
  178. container = document.getElementById( 'container' );
  179. cameraOrtho = new THREE.Camera();
  180. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  181. cameraOrtho.position.z = 100;
  182. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  183. cameraPerspective.position.z = 900;
  184. sceneRTT = new THREE.Scene();
  185. sceneScreen = new THREE.Scene();
  186. sceneBG = new THREE.Scene();
  187. directionalLight = new THREE.DirectionalLight( 0xffffff );
  188. directionalLight.position.x = 0;
  189. directionalLight.position.y = 0;
  190. directionalLight.position.z = 1;
  191. directionalLight.position.normalize();
  192. sceneRTT.addLight( directionalLight );
  193. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  194. rtTexture2 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  195. rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  196. materialColor = new THREE.MeshShaderMaterial( {
  197. uniforms: { time: { type: "f", value: 0.0 } },
  198. vertex_shader: document.getElementById( 'vs-generic' ).textContent,
  199. fragment_shader: document.getElementById( 'fs-colors' ).textContent
  200. } );
  201. materialScreen = new THREE.MeshShaderMaterial( {
  202. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
  203. opacity: { type: "f", value: 0.4 }
  204. },
  205. vertex_shader: document.getElementById( 'vs-generic' ).textContent,
  206. fragment_shader: document.getElementById( 'fs-screen' ).textContent,
  207. blending: THREE.AdditiveBlending
  208. } );
  209. materialFilm = new THREE.MeshShaderMaterial( {
  210. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
  211. time: { type: "f", value: 0.0 }
  212. },
  213. vertex_shader: document.getElementById( 'vs-generic' ).textContent,
  214. fragment_shader: document.getElementById( 'fs-film' ).textContent
  215. } );
  216. var kernel = buildKernel( 4.0 );
  217. blurx = new THREE.Vector2( 0.001953125, 0.0 ),
  218. blury = new THREE.Vector2( 0.0, 0.001953125 );
  219. materialConvolution = new THREE.MeshShaderMaterial( {
  220. uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
  221. uImageIncrement: { type: "v2", value: blury },
  222. cKernel: { type: "fv1", value: kernel }
  223. },
  224. vertex_shader: document.getElementById( 'vs-convolution' ).textContent,
  225. fragment_shader: document.getElementById( 'fs-convolution' ).textContent
  226. } );
  227. var plane = new Plane( window.innerWidth, window.innerHeight );
  228. quadBG = new THREE.Mesh( plane, materialColor );
  229. quadBG.position.z = -500;
  230. sceneBG.addObject( quadBG );
  231. loader = new THREE.Loader( true );
  232. document.body.appendChild( loader.statusDomElement );
  233. loader.loadAscii( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneRTT, 100 ) } } );
  234. quadScreen = new THREE.Mesh( plane, materialConvolution );
  235. quadScreen.position.z = -100;
  236. sceneScreen.addObject( quadScreen );
  237. renderer = new THREE.WebGLRenderer();
  238. renderer.setSize( window.innerWidth, window.innerHeight );
  239. renderer.autoClear = false;
  240. container.appendChild( renderer.domElement );
  241. stats = new Stats();
  242. stats.domElement.style.position = 'absolute';
  243. stats.domElement.style.top = '0px';
  244. //container.appendChild( stats.domElement );
  245. }
  246. function createMesh( geometry, scene, scale ) {
  247. geometry.computeTangents();
  248. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  249. var shader = ShaderUtils.lib[ "normal" ];
  250. var uniforms = Uniforms.clone( shader.uniforms );
  251. uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  252. uniforms[ "uNormalScale" ].value = - 0.75;
  253. uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  254. uniforms[ "enableAO" ].value = false;
  255. uniforms[ "enableDiffuse" ].value = true;
  256. uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
  257. uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
  258. uniforms[ "uDirLightPos" ].value = directionalLight.position;
  259. uniforms[ "uDirLightColor" ].value = directionalLight.color;
  260. uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
  261. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  262. uniforms[ "uSpecularColor" ].value.setHex( specular );
  263. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  264. uniforms[ "uShininess" ].value = shininess;
  265. var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
  266. var mat2 = new THREE.MeshShaderMaterial( parameters );
  267. mesh = new THREE.Mesh( geometry, mat2 );
  268. mesh.position.x = 0;
  269. mesh.position.y = -50;
  270. mesh.position.z = 0;
  271. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  272. mesh.updateMatrix();
  273. scene.addObject( mesh );
  274. loader.statusDomElement.style.display = "none";
  275. }
  276. /*****************************************************************************************/
  277. // Convolution
  278. // - ported from o3d convolution shader sample
  279. // http://o3d.googlecode.com/svn/trunk/samples/convolution.html
  280. /*****************************************************************************************/
  281. // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
  282. function gauss( x, sigma ) {
  283. return Math.exp( - (x * x) / (2.0 * sigma * sigma) );
  284. }
  285. function buildKernel( sigma ) {
  286. var kMaxKernelSize = 25;
  287. var kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
  288. if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
  289. var halfWidth = ( kernelSize - 1 ) * 0.5
  290. var values = new Array( kernelSize );
  291. var sum = 0.0;
  292. for( var i = 0; i < kernelSize; ++i ) {
  293. values[ i ] = gauss( i - halfWidth, sigma );
  294. sum += values[ i ];
  295. }
  296. // normalize the kernel
  297. for( var i = 0; i<kernelSize; ++i ) values[ i ] /= sum;
  298. return values;
  299. }
  300. var delta = 0.01;
  301. var start = 0;
  302. function loop() {
  303. if ( ! start ) start = new Date().getTime();
  304. var time = ( new Date().getTime() - start ) * 0.0004;
  305. if ( mesh ) {
  306. mesh.rotation.y = -time;
  307. }
  308. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  309. delta *= -1;
  310. }
  311. materialColor.uniforms.time.value += delta/2;
  312. materialFilm.uniforms.time.value += delta;
  313. renderer.clear();
  314. // Render scene into texture
  315. renderer.context.disable( renderer.context.DEPTH_TEST );
  316. renderer.render( sceneBG, cameraOrtho, rtTexture1 );
  317. renderer.context.enable( renderer.context.DEPTH_TEST );
  318. renderer.render( sceneRTT, cameraPerspective, rtTexture1 );
  319. // Render quad with blured scene into texture (convolution pass 1)
  320. quadScreen.materials = [ materialConvolution ];
  321. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  322. materialConvolution.uniforms.uImageIncrement.value = blurx;
  323. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  324. // Render quad with blured scene into texture (convolution pass 2)
  325. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  326. materialConvolution.uniforms.uImageIncrement.value = blury;
  327. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  328. // Render original scene with superimposed blur into texture
  329. quadScreen.materials = [ materialScreen ];
  330. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  331. materialScreen.uniforms.opacity.value = 1.0;
  332. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  333. materialFilm.uniforms.tDiffuse.texture = rtTexture1;
  334. quadScreen.materials = [ materialFilm ];
  335. renderer.render( sceneScreen, cameraOrtho );
  336. stats.update();
  337. }
  338. function is_browser_compatible() {
  339. // WebGL support
  340. try { var test = new Float32Array(1); } catch(e) { return false; }
  341. // Web workers
  342. return !!window.Worker;
  343. }
  344. </script>
  345. </body>
  346. </html>