| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224 | <!DOCTYPE html><html lang="en">	<head>		<title>three.js webgl - read float pixels</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="container"></div>		<div id="info">			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> read float pixels webgl example<br/>			<span id="values"></span>		</div>		<script id="fragment_shader_screen" type="x-shader/x-fragment">			varying vec2 vUv;			uniform sampler2D tDiffuse;			void main() {				gl_FragColor = texture2D( tDiffuse, vUv );			}		</script>		<script id="fragment_shader_pass_1" type="x-shader/x-fragment">			varying vec2 vUv;			uniform float time;			void main() {				float r = vUv.x;				if( vUv.y < 0.5 ) r = 0.0;				float g = vUv.y;				if( vUv.x < 0.5 ) g = 0.0;				gl_FragColor = vec4( r, g, time, 1.0 );			}		</script>		<script id="vertexShader" type="x-shader/x-vertex">			varying vec2 vUv;			void main() {				vUv = uv;				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );			}		</script>		<script type="module">			import * as THREE from '../build/three.module.js';			import Stats from './jsm/libs/stats.module.js';			let container, stats;			let cameraRTT, sceneRTT, sceneScreen, renderer, zmesh1, zmesh2;			let mouseX = 0, mouseY = 0;			const windowHalfX = window.innerWidth / 2;			const windowHalfY = window.innerHeight / 2;			let rtTexture, material, quad;			let delta = 0.01;			let valueNode;			init();			animate();			function init() {				container = document.getElementById( 'container' );				cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );				cameraRTT.position.z = 100;				//				sceneRTT = new THREE.Scene();				sceneScreen = new THREE.Scene();				let light = new THREE.DirectionalLight( 0xffffff );				light.position.set( 0, 0, 1 ).normalize();				sceneRTT.add( light );				light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );				light.position.set( 0, 0, - 1 ).normalize();				sceneRTT.add( light );				rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, type: THREE.FloatType } );				material = new THREE.ShaderMaterial( {					uniforms: { "time": { value: 0.0 } },					vertexShader: document.getElementById( 'vertexShader' ).textContent,					fragmentShader: document.getElementById( 'fragment_shader_pass_1' ).textContent				} );				const materialScreen = new THREE.ShaderMaterial( {					uniforms: { "tDiffuse": { value: rtTexture.texture } },					vertexShader: document.getElementById( 'vertexShader' ).textContent,					fragmentShader: document.getElementById( 'fragment_shader_screen' ).textContent,					depthWrite: false				} );				const plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );				quad = new THREE.Mesh( plane, material );				quad.position.z = - 100;				sceneRTT.add( quad );				const geometry = new THREE.TorusBufferGeometry( 100, 25, 15, 30 );				const mat1 = new THREE.MeshPhongMaterial( { color: 0x555555, specular: 0xffaa00, shininess: 5 } );				const mat2 = new THREE.MeshPhongMaterial( { color: 0x550000, specular: 0xff2200, shininess: 5 } );				zmesh1 = new THREE.Mesh( geometry, mat1 );				zmesh1.position.set( 0, 0, 100 );				zmesh1.scale.set( 1.5, 1.5, 1.5 );				sceneRTT.add( zmesh1 );				zmesh2 = new THREE.Mesh( geometry, mat2 );				zmesh2.position.set( 0, 150, 100 );				zmesh2.scale.set( 0.75, 0.75, 0.75 );				sceneRTT.add( zmesh2 );				quad = new THREE.Mesh( plane, materialScreen );				quad.position.z = - 100;				sceneScreen.add( quad );				renderer = new THREE.WebGLRenderer();				renderer.setPixelRatio( window.devicePixelRatio );				renderer.setSize( window.innerWidth, window.innerHeight );				renderer.autoClear = false;				container.appendChild( renderer.domElement );				stats = new Stats();				container.appendChild( stats.dom );				valueNode = document.getElementById( 'values' );				document.addEventListener( 'mousemove', onDocumentMouseMove, false );			}			function onDocumentMouseMove( event ) {				mouseX = ( event.clientX - windowHalfX );				mouseY = ( event.clientY - windowHalfY );			}			//			function animate() {				requestAnimationFrame( animate );				render();				stats.update();			}			function render() {				const time = Date.now() * 0.0015;				if ( zmesh1 && zmesh2 ) {					zmesh1.rotation.y = - time;					zmesh2.rotation.y = - time + Math.PI / 2;				}				if ( material.uniforms[ "time" ].value > 1 || material.uniforms[ "time" ].value < 0 ) {					delta *= - 1;				}				material.uniforms[ "time" ].value += delta;				renderer.clear();				// Render first scene into texture				renderer.setRenderTarget( rtTexture );				renderer.clear();				renderer.render( sceneRTT, cameraRTT );				// Render full screen quad with generated texture				renderer.setRenderTarget( null );				renderer.render( sceneScreen, cameraRTT );				const read = new Float32Array( 4 );				renderer.readRenderTargetPixels( rtTexture, windowHalfX + mouseX, windowHalfY - mouseY, 1, 1, read );				valueNode.innerHTML = 'r:' + read[ 0 ] + '<br/>g:' + read[ 1 ] + '<br/>b:' + read[ 2 ];			}		</script>	</body></html>
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