webgl_postprocessing_procedural.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing procedural effects</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. margin: 0px;
  10. background-color: #000;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. margin: 0px;
  15. text-align:center;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 10px;
  22. width: 100%;
  23. text-align: center;
  24. display:block;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Procedural Effects Example by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
  31. </div>
  32. <script id="procedural-vert" type="x-shader/x-vertex">
  33. varying vec2 vUv;
  34. void main() {
  35. vUv = uv;
  36. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  37. }
  38. </script>
  39. <script id="noiseRandom1D-frag" type="x-shader/x-fragment">
  40. #include <common>
  41. #include <packing>
  42. varying vec2 vUv;
  43. void main() {
  44. gl_FragColor.xyz = vec3( rand( vUv ) );
  45. gl_FragColor.w = 1.0;
  46. }
  47. </script>
  48. <script id="noiseRandom2D-frag" type="x-shader/x-fragment">
  49. #include <common>
  50. #include <packing>
  51. varying vec2 vUv;
  52. void main() {
  53. vec2 rand2 = vec2( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ) );
  54. gl_FragColor.xyz = mix( mix( vec3( 1.0, 1.0, 1.0 ), vec3( 0.0, 0.0, 1.0 ), rand2.x ), vec3( 0.0 ), rand2.y );
  55. gl_FragColor.w = 1.0;
  56. }
  57. </script>
  58. <script id="noiseRandom3D-frag" type="x-shader/x-fragment">
  59. #include <common>
  60. #include <packing>
  61. varying vec2 vUv;
  62. void main() {
  63. vec3 rand3 = vec3( rand( vUv ), rand( vUv + vec2( 0.4, 0.6 ) ), rand( vUv + vec2( 0.6, 0.4 ) ) );
  64. gl_FragColor.xyz = rand3;
  65. gl_FragColor.w = 1.0;
  66. }
  67. </script>
  68. <div id="container"></div>
  69. <script src="../build/three.js"></script>
  70. <script src="js/libs/stats.min.js"></script>
  71. <script src="js/libs/dat.gui.min.js"></script>
  72. <script>
  73. var camera, postScene, renderer, postMaterial, noiseRandom1DMaterial, noiseRandon2DMaterial, noiseRandom3DMaterial, postQuad;
  74. var gui, stats, texture;
  75. var params = { procedure: "noiseRandom3D" };
  76. init();
  77. animate();
  78. initGui();
  79. // Init gui
  80. function initGui() {
  81. var gui = new dat.GUI();
  82. gui.add( params, 'procedure', [ 'noiseRandom1D', 'noiseRandom2D', 'noiseRandom3D' ] );
  83. }
  84. function init() {
  85. var container = document.getElementById( "container" );
  86. renderer = new THREE.WebGLRenderer();
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. document.body.appendChild( renderer.domElement );
  90. stats = new Stats();
  91. container.appendChild( stats.dom );
  92. // Setup post processing stage
  93. postCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
  94. noiseRandom1DMaterial = new THREE.ShaderMaterial({
  95. vertexShader: document.querySelector('#procedural-vert').textContent.trim(),
  96. fragmentShader: document.querySelector('#noiseRandom1D-frag').textContent.trim()
  97. });
  98. noiseRandom2DMaterial = new THREE.ShaderMaterial({
  99. vertexShader: document.querySelector('#procedural-vert').textContent.trim(),
  100. fragmentShader: document.querySelector('#noiseRandom2D-frag').textContent.trim()
  101. });
  102. noiseRandom3DMaterial = new THREE.ShaderMaterial({
  103. vertexShader: document.querySelector('#procedural-vert').textContent.trim(),
  104. fragmentShader: document.querySelector('#noiseRandom3D-frag').textContent.trim()
  105. });
  106. postMaterial = noiseRandom3DMaterial;
  107. var postPlane = new THREE.PlaneGeometry(2, 2);
  108. postQuad = new THREE.Mesh(postPlane, postMaterial);
  109. postScene = new THREE.Scene();
  110. postScene.add(postQuad);
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. }
  113. function onWindowResize() {
  114. var width = window.innerWidth;
  115. var height = window.innerHeight;
  116. postCamera.aspect = width / height;
  117. postCamera.updateProjectionMatrix();
  118. renderer.setSize( width, height );
  119. }
  120. function animate() {
  121. this.index = this.index || 0;
  122. requestAnimationFrame( animate );
  123. this.index ++;
  124. switch ( params.procedure ) {
  125. case 'noiseRandom1D': postMaterial = noiseRandom1DMaterial; break;
  126. case 'noiseRandom2D': postMaterial = noiseRandom2DMaterial; break;
  127. case 'noiseRandom3D': postMaterial = noiseRandom3DMaterial; break;
  128. }
  129. postQuad.material = postMaterial;
  130. // render post FX
  131. renderer.render( postScene, postCamera );
  132. stats.update();
  133. }
  134. </script>
  135. </body>
  136. </html>