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| <!DOCTYPE html><html lang="en">	<head>		<title>three.js webgl - postprocessing with nodes</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> - Node-Based Post-Processing		</div>		<script type="module">			import * as THREE from '../build/three.module.js';			import { GUI } from './jsm/libs/dat.gui.module.js';			import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';			import { RenderPass } from './jsm/postprocessing/RenderPass.js';			import { NodePass } from './jsm/nodes/postprocessing/NodePass.js';			import * as Nodes from './jsm/nodes/Nodes.js';			let camera, scene, renderer, composer;			let object, light, nodepass;			let gui;			const clock = new THREE.Clock();			const frame = new Nodes.NodeFrame();			const param = { example: 'color-adjustment' };			const textureLoader = new THREE.TextureLoader();			const lensflare2 = textureLoader.load( 'textures/lensflare/lensflare0.png' );			lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;			const decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );			decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;			init();			animate();			function clearGui() {				if ( gui ) gui.destroy();				gui = new GUI();				gui.add( param, 'example', {					'basic / color-adjustment': 'color-adjustment',					'basic / blends': 'blends',					'basic / fade': 'fade',					'basic / invert': 'invert',					'basic / blur': 'blur',					'adv / saturation': 'saturation',					'adv / refraction': 'refraction',					'adv / mosaic': 'mosaic'				} ).onFinishChange( function () {					updateMaterial();				} );				gui.open();			}			function addGui( name, value, callback, isColor, min, max ) {				let node;				param[ name ] = value;				if ( isColor ) {					node = gui.addColor( param, name ).onChange( function () {						callback( param[ name ] );					} );				} else if ( typeof value == 'object' ) {					param[ name ] = value[ Object.keys( value )[ 0 ] ];					node = gui.add( param, name, value ).onChange( function () {						callback( param[ name ] );					} );				} else {					node = gui.add( param, name, min, max ).onChange( function () {						callback( param[ name ] );					} );				}				return node;			}			function updateMaterial() {				const name = param.example;				let screen, fade, scale;				clearGui();				switch ( name ) {					case 'color-adjustment':						screen = new Nodes.ScreenNode();						const hue = new Nodes.FloatNode();						const sataturation = new Nodes.FloatNode( 1 );						const vibrance = new Nodes.FloatNode();						const brightness = new Nodes.FloatNode( 0 );						const contrast = new Nodes.FloatNode( 1 );						const hueNode = new Nodes.ColorAdjustmentNode( screen, hue, Nodes.ColorAdjustmentNode.HUE );						const satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );						const vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );						const brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );						const contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );						nodepass.input = contrastNode;						// GUI						addGui( 'hue', hue.value, function ( val ) {							hue.value = val;						}, false, 0, Math.PI * 2 );						addGui( 'saturation', sataturation.value, function ( val ) {							sataturation.value = val;						}, false, 0, 2 );						addGui( 'vibrance', vibrance.value, function ( val ) {							vibrance.value = val;						}, false, - 1, 1 );						addGui( 'brightness', brightness.value, function ( val ) {							brightness.value = val;						}, false, 0, .5 );						addGui( 'contrast', contrast.value, function ( val ) {							contrast.value = val;						}, false, 0, 2 );						break;					case 'fade':						// PASS						const color = new Nodes.ColorNode( 0xFFFFFF );						const percent = new Nodes.FloatNode( .5 );						fade = new Nodes.MathNode(							new Nodes.ScreenNode(),							color,							percent,							Nodes.MathNode.MIX						);						nodepass.input = fade;						// GUI						addGui( 'color', color.value.getHex(), function ( val ) {							color.value.setHex( val );						}, true );						addGui( 'fade', percent.value, function ( val ) {							percent.value = val;						}, false, 0, 1 );						break;					case 'invert':						// PASS						const alpha = new Nodes.FloatNode( 1 );						screen = new Nodes.ScreenNode();						const inverted = new Nodes.MathNode( screen, Nodes.MathNode.INVERT );						fade = new Nodes.MathNode(							screen,							inverted,							alpha,							Nodes.MathNode.MIX						);						nodepass.input = fade;						// GUI						addGui( 'alpha', alpha.value, function ( val ) {							alpha.value = val;						}, false, 0, 1 );						break;					case 'blends':						// PASS						const multiply = new Nodes.OperatorNode(							new Nodes.ScreenNode(),							new Nodes.TextureNode( lensflare2 ),							Nodes.OperatorNode.ADD						);						nodepass.input = multiply;						// GUI						addGui( 'blend', {							'addition': Nodes.OperatorNode.ADD,							'subtract': Nodes.OperatorNode.SUB,							'multiply': Nodes.OperatorNode.MUL,							'division': Nodes.OperatorNode.DIV						}, function ( val ) {							multiply.op = val;							nodepass.needsUpdate = true;						} );						break;					case 'saturation':						// PASS						screen = new Nodes.ScreenNode();						const sat = new Nodes.FloatNode( 0 );						const satrgb = new Nodes.FunctionNode( [							"vec3 satrgb( vec3 rgb, float adjustment ) {",							// include luminance function from LuminanceNode							"	vec3 intensity = vec3( luminance( rgb ) );",							"	return mix( intensity, rgb, adjustment );",							"}"						].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );						const saturation = new Nodes.FunctionCallNode( satrgb );						saturation.inputs.rgb = screen;						saturation.inputs.adjustment = sat;						nodepass.input = saturation;						// GUI						addGui( 'saturation', sat.value, function ( val ) {							sat.value = val;						}, false, 0, 2 );						break;					case 'refraction':						// PASS						const normal = new Nodes.TextureNode( decalNormal );						const normalXY = new Nodes.SwitchNode( normal, 'xy' );						scale = new Nodes.FloatNode( .5 );						const normalXYFlip = new Nodes.MathNode(							normalXY,							Nodes.MathNode.INVERT						);						const offsetNormal = new Nodes.OperatorNode(							normalXYFlip,							new Nodes.FloatNode( .5 ),							Nodes.OperatorNode.ADD						);						const scaleTexture = new Nodes.OperatorNode(							new Nodes.SwitchNode( normal, 'z' ),							offsetNormal,							Nodes.OperatorNode.MUL						);						const scaleNormal = new Nodes.MathNode(							new Nodes.FloatNode( 1 ),							scaleTexture,							scale,							Nodes.MathNode.MIX						);						const offsetCoord = new Nodes.OperatorNode(							new Nodes.UVNode(),							scaleNormal,							Nodes.OperatorNode.MUL						);						screen = new Nodes.ScreenNode( offsetCoord );						nodepass.input = screen;						// GUI						addGui( 'scale', scale.value, function ( val ) {							scale.value = val;						}, false, 0, 1 );						addGui( 'invert', false, function ( val ) {							offsetNormal.a = val ? normalXYFlip : normalXY;							nodepass.needsUpdate = true;						} );						break;					case 'mosaic':						// PASS						scale = new Nodes.FloatNode( 128 );						fade = new Nodes.FloatNode( 1 );						const uv = new Nodes.UVNode();						const blocks = new Nodes.OperatorNode(							uv,							scale,							Nodes.OperatorNode.MUL						);						const blocksSize = new Nodes.MathNode(							blocks,							Nodes.MathNode.FLOOR						);						const mosaicUV = new Nodes.OperatorNode(							blocksSize,							scale,							Nodes.OperatorNode.DIV						);						const fadeScreen = new Nodes.MathNode(							uv,							mosaicUV,							fade,							Nodes.MathNode.MIX						);						nodepass.input = new Nodes.ScreenNode( fadeScreen );						// GUI						addGui( 'scale', scale.value, function ( val ) {							scale.value = val;						}, false, 16, 1024 );						addGui( 'fade', fade.value, function ( val ) {							fade.value = val;						}, false, 0, 1 );						addGui( 'mask', false, function ( val ) {							fadeScreen.c = val ? new Nodes.TextureNode( lensflare2 ) : fade;							nodepass.needsUpdate = true;						} );						break;					case 'blur':						// PASS						const size = renderer.getDrawingBufferSize( new THREE.Vector2() );						const blurScreen = new Nodes.BlurNode( new Nodes.ScreenNode() );						blurScreen.size = new THREE.Vector2( size.width, size.height );						nodepass.input = blurScreen;						// GUI						addGui( 'blurX', blurScreen.radius.x, function ( val ) {							blurScreen.radius.x = val;						}, false, 0, 15 );						addGui( 'blurY', blurScreen.radius.y, function ( val ) {							blurScreen.radius.y = val;						}, false, 0, 15 );						break;				}				nodepass.needsUpdate = true;				// test serialization				/*							let library = {};							library[ lensflare2.uuid ] = lensflare2;							library[ decalNormal.uuid ] = decalNormal;							let json = nodepass.toJSON();							nodepass.input = new Nodes.NodeMaterialLoader( null, library ).parse( json ).value;						*/			}			function init() {				renderer = new THREE.WebGLRenderer();				renderer.setPixelRatio( window.devicePixelRatio );				renderer.setSize( window.innerWidth, window.innerHeight );				document.body.appendChild( renderer.domElement );				//				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );				camera.position.z = 400;				scene = new THREE.Scene();				scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );				object = new THREE.Object3D();				scene.add( object );				const geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );				for ( let i = 0; i < 100; i ++ ) {					const material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), flatShading: true } );					const mesh = new THREE.Mesh( geometry, material );					mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();					mesh.position.multiplyScalar( Math.random() * 400 );					mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );					mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );					object.add( mesh );				}				scene.add( new THREE.AmbientLight( 0x999999 ) );				light = new THREE.DirectionalLight( 0xffffff );				light.position.set( 1, 1, 1 );				scene.add( light );				// postprocessing				composer = new EffectComposer( renderer );				composer.addPass( new RenderPass( scene, camera ) );				nodepass = new NodePass();				composer.addPass( nodepass );				//				updateMaterial();				window.addEventListener( 'resize', onWindowResize, false );			}			function onWindowResize() {				camera.aspect = window.innerWidth / window.innerHeight;				camera.updateProjectionMatrix();				renderer.setSize( window.innerWidth, window.innerHeight );				composer.setSize( window.innerWidth, window.innerHeight );			}			function animate() {				requestAnimationFrame( animate );				const delta = clock.getDelta();				object.rotation.x += 0.005;				object.rotation.y += 0.01;				frame.update( delta ).updateNode( nodepass.material );				composer.render();			}		</script>	</body></html>
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