| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346 | <!DOCTYPE html><html lang="en">	<head>		<title>three.js webgl - postprocessing</title>		<meta charset="utf-8">		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">		<link type="text/css" rel="stylesheet" href="main.css">	</head>	<body>		<div id="info">			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example<br/>			<a href="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head		</div>		<div id="container"></div>		<script type="module">			import * as THREE from '../build/three.module.js';			import Stats from './jsm/libs/stats.module.js';			import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';			import { RenderPass } from './jsm/postprocessing/RenderPass.js';			import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';			import { BloomPass } from './jsm/postprocessing/BloomPass.js';			import { FilmPass } from './jsm/postprocessing/FilmPass.js';			import { DotScreenPass } from './jsm/postprocessing/DotScreenPass.js';			import { MaskPass, ClearMaskPass } from './jsm/postprocessing/MaskPass.js';			import { TexturePass } from './jsm/postprocessing/TexturePass.js';			import { BleachBypassShader } from './jsm/shaders/BleachBypassShader.js';			import { ColorifyShader } from './jsm/shaders/ColorifyShader.js';			import { HorizontalBlurShader } from './jsm/shaders/HorizontalBlurShader.js';			import { VerticalBlurShader } from './jsm/shaders/VerticalBlurShader.js';			import { SepiaShader } from './jsm/shaders/SepiaShader.js';			import { VignetteShader } from './jsm/shaders/VignetteShader.js';			import { GammaCorrectionShader } from './jsm/shaders/GammaCorrectionShader.js';			import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';			let container, stats;			let composerScene, composer1, composer2, composer3, composer4;			let cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;			const width = window.innerWidth || 2;			const height = window.innerHeight || 2;			let halfWidth = width / 2;			let halfHeight = height / 2;			let quadBG, quadMask, renderScene;			const delta = 0.01;			init();			animate();			function init() {				container = document.getElementById( 'container' );				//				cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );				cameraOrtho.position.z = 100;				cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );				cameraPerspective.position.z = 900;				//				sceneModel = new THREE.Scene();				sceneBG = new THREE.Scene();				//				directionalLight = new THREE.DirectionalLight( 0xffffff );				directionalLight.position.set( 0, - 0.1, 1 ).normalize();				sceneModel.add( directionalLight );				const loader = new GLTFLoader();				loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {					createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );				} );				//				const diffuseMap = new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" );				diffuseMap.encoding = THREE.sRGBEncoding;				const materialColor = new THREE.MeshBasicMaterial( {					map: diffuseMap,					depthTest: false				} );				quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), materialColor );				quadBG.position.z = - 500;				quadBG.scale.set( width, height, 1 );				sceneBG.add( quadBG );				//				const sceneMask = new THREE.Scene();				quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );				quadMask.position.z = - 300;				quadMask.scale.set( width / 2, height / 2, 1 );				sceneMask.add( quadMask );				//				renderer = new THREE.WebGLRenderer();				renderer.setPixelRatio( window.devicePixelRatio );				renderer.setSize( width, height );				renderer.autoClear = false;				//				container.appendChild( renderer.domElement );				//				stats = new Stats();				container.appendChild( stats.dom );				//				const shaderBleach = BleachBypassShader;				const shaderSepia = SepiaShader;				const shaderVignette = VignetteShader;				const effectBleach = new ShaderPass( shaderBleach );				const effectSepia = new ShaderPass( shaderSepia );				const effectVignette = new ShaderPass( shaderVignette );				const gammaCorrection = new ShaderPass( GammaCorrectionShader );				effectBleach.uniforms[ "opacity" ].value = 0.95;				effectSepia.uniforms[ "amount" ].value = 0.9;				effectVignette.uniforms[ "offset" ].value = 0.95;				effectVignette.uniforms[ "darkness" ].value = 1.6;				const effectBloom = new BloomPass( 0.5 );				const effectFilm = new FilmPass( 0.35, 0.025, 648, false );				const effectFilmBW = new FilmPass( 0.35, 0.5, 2048, true );				const effectDotScreen = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );				const effectHBlur = new ShaderPass( HorizontalBlurShader );				const effectVBlur = new ShaderPass( VerticalBlurShader );				effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );				effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );				const effectColorify1 = new ShaderPass( ColorifyShader );				const effectColorify2 = new ShaderPass( ColorifyShader );				effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );				effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );				const clearMask = new ClearMaskPass();				const renderMask = new MaskPass( sceneModel, cameraPerspective );				const renderMaskInverse = new MaskPass( sceneModel, cameraPerspective );				renderMaskInverse.inverse = true;				//				const rtParameters = {					minFilter: THREE.LinearFilter,					magFilter: THREE.LinearFilter,					format: THREE.RGBFormat,					stencilBuffer: true				};				const rtWidth = width / 2;				const rtHeight = height / 2;				//				const renderBackground = new RenderPass( sceneBG, cameraOrtho );				const renderModel = new RenderPass( sceneModel, cameraPerspective );				renderModel.clear = false;				composerScene = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );				composerScene.addPass( renderBackground );				composerScene.addPass( renderModel );				composerScene.addPass( renderMaskInverse );				composerScene.addPass( effectHBlur );				composerScene.addPass( effectVBlur );				composerScene.addPass( clearMask );				//				renderScene = new TexturePass( composerScene.renderTarget2.texture );				//				composer1 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );				composer1.addPass( renderScene );				composer1.addPass( gammaCorrection );				composer1.addPass( effectFilmBW );				composer1.addPass( effectVignette );				//				composer2 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );				composer2.addPass( renderScene );				composer2.addPass( gammaCorrection );				composer2.addPass( effectDotScreen );				composer2.addPass( renderMask );				composer2.addPass( effectColorify1 );				composer2.addPass( clearMask );				composer2.addPass( renderMaskInverse );				composer2.addPass( effectColorify2 );				composer2.addPass( clearMask );				composer2.addPass( effectVignette );				//				composer3 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );				composer3.addPass( renderScene );				composer3.addPass( gammaCorrection );				composer3.addPass( effectSepia );				composer3.addPass( effectFilm );				composer3.addPass( effectVignette );				//				composer4 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );				composer4.addPass( renderScene );				composer4.addPass( gammaCorrection );				composer4.addPass( effectBloom );				composer4.addPass( effectFilm );				composer4.addPass( effectBleach );				composer4.addPass( effectVignette );				renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;				window.addEventListener( 'resize', onWindowResize, false );			}			function onWindowResize() {				halfWidth = window.innerWidth / 2;				halfHeight = window.innerHeight / 2;				cameraPerspective.aspect = window.innerWidth / window.innerHeight;				cameraPerspective.updateProjectionMatrix();				cameraOrtho.left = - halfWidth;				cameraOrtho.right = halfWidth;				cameraOrtho.top = halfHeight;				cameraOrtho.bottom = - halfHeight;				cameraOrtho.updateProjectionMatrix();				renderer.setSize( window.innerWidth, window.innerHeight );				composerScene.setSize( halfWidth * 2, halfHeight * 2 );				composer1.setSize( halfWidth, halfHeight );				composer2.setSize( halfWidth, halfHeight );				composer3.setSize( halfWidth, halfHeight );				composer4.setSize( halfWidth, halfHeight );				renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;				quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );				quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );			}			function createMesh( geometry, scene, scale ) {				const diffuseMap = new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Map-COL.jpg" );				diffuseMap.encoding = THREE.sRGBEncoding;				const mat2 = new THREE.MeshPhongMaterial( {					color: 0x999999,					specular: 0x080808,					shininess: 20,					map: diffuseMap,					normalMap: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),					normalScale: new THREE.Vector2( 0.75, 0.75 )				} );				mesh = new THREE.Mesh( geometry, mat2 );				mesh.position.set( 0, - 50, 0 );				mesh.scale.set( scale, scale, scale );				scene.add( mesh );			}			//			function animate() {				requestAnimationFrame( animate );				stats.begin();				render();				stats.end();			}			function render() {				const time = Date.now() * 0.0004;				if ( mesh ) mesh.rotation.y = - time;				renderer.setViewport( 0, 0, halfWidth, halfHeight );				composerScene.render( delta );				renderer.setViewport( 0, 0, halfWidth, halfHeight );				composer1.render( delta );				renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );				composer2.render( delta );				renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );				composer3.render( delta );				renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );				composer4.render( delta );			}		</script>	</body></html>
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