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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - Multiple Render Targets</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">
- <!-- Write to G-Buffer -->
- <script id="gbuffer-vert" type="x-shader/x-vertex">
- in vec3 position;
- in vec3 normal;
- in vec2 uv;
- out vec3 vNormal;
- out vec2 vUv;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- uniform mat3 normalMatrix;
- void main() {
- vUv = uv;
- // get smooth normals
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- vec3 transformedNormal = normalMatrix * normal;
- vNormal = normalize( transformedNormal );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script id="gbuffer-frag" type="x-shader/x-fragment">
- precision highp float;
- precision highp int;
- layout(location = 0) out vec4 gColor;
- layout(location = 1) out vec4 gNormal;
- uniform sampler2D tDiffuse;
- uniform vec2 repeat;
- in vec3 vNormal;
- in vec2 vUv;
- void main() {
- // write color to G-Buffer
- gColor = texture( tDiffuse, vUv * repeat );
- // write normals to G-Buffer
- gNormal = vec4( normalize( vNormal ), 0.0 );
- }
- </script>
- <!-- Read G-Buffer and render to screen -->
- <script id="render-vert" type="x-shader/x-vertex">
- in vec3 position;
- in vec2 uv;
- out vec2 vUv;
- uniform mat4 modelViewMatrix;
- uniform mat4 projectionMatrix;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script id="render-frag" type="x-shader/x-fragment">
- precision highp float;
- precision highp int;
- layout(location = 0) out vec4 pc_FragColor;
- in vec2 vUv;
- uniform sampler2D tDiffuse;
- uniform sampler2D tNormal;
- void main() {
- vec3 diffuse = texture( tDiffuse, vUv ).rgb;
- vec3 normal = texture( tNormal, vUv ).rgb;
- pc_FragColor.rgb = mix( diffuse, normal, step( 0.5, vUv.x ) );
- pc_FragColor.a = 1.0;
- }
- </script>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">threejs</a> - WebGL - Multiple Render Targets<br/>
- Renders geometry into a G-Buffer.<br/>
- Visualized here is the color and normal data from the G-Buffer.<br/>
- Created by <a href="http://twitter.com/mattdesl" target="_blank">@mattdesl</a>.
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import { WEBGL } from './jsm/WebGL.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- let camera, scene, renderer, controls;
- let renderTarget;
- let postScene, postCamera;
- init();
- function init() {
- if ( WEBGL.isWebGL2Available() === false ) {
- document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
- return;
- }
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- // Create a multi render target with Float buffers
- renderTarget = new THREE.WebGLMultipleRenderTargets(
- window.innerWidth * window.devicePixelRatio,
- window.innerHeight * window.devicePixelRatio,
- 2
- );
- for ( let i = 0, il = renderTarget.texture.length; i < il; i ++ ) {
- renderTarget.texture[ i ].minFilter = THREE.NearestFilter;
- renderTarget.texture[ i ].magFilter = THREE.NearestFilter;
- renderTarget.texture[ i ].type = THREE.FloatType;
- }
- // Name our G-Buffer attachments for debugging
- renderTarget.texture[ 0 ].name = 'diffuse';
- renderTarget.texture[ 1 ].name = 'normal';
- // Scene setup
- scene = new THREE.Scene();
- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10 );
- camera.position.z = 4;
- const diffuse = new THREE.TextureLoader().load(
- 'textures/brick_diffuse.jpg',
- function () {
- // ready to render
- render();
- }
- );
- diffuse.wrapS = diffuse.wrapT = THREE.RepeatWrapping;
- scene.add( new THREE.Mesh(
- new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 ),
- new THREE.RawShaderMaterial( {
- vertexShader: document.querySelector( '#gbuffer-vert' ).textContent.trim(),
- fragmentShader: document.querySelector( '#gbuffer-frag' ).textContent.trim(),
- uniforms: {
- tDiffuse: { value: diffuse },
- repeat: { value: new THREE.Vector2( 5, 0.5 ) }
- },
- glslVersion: THREE.GLSL3
- } )
- ) );
- // PostProcessing setup
- postScene = new THREE.Scene();
- postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- postScene.add( new THREE.Mesh(
- new THREE.PlaneGeometry( 2, 2 ),
- new THREE.RawShaderMaterial( {
- vertexShader: document.querySelector( '#render-vert' ).textContent.trim(),
- fragmentShader: document.querySelector( '#render-frag' ).textContent.trim(),
- uniforms: {
- tDiffuse: { value: renderTarget.texture[ 0 ] },
- tNormal: { value: renderTarget.texture[ 1 ] },
- },
- glslVersion: THREE.GLSL3
- } )
- ) );
- // Controls
- controls = new OrbitControls( camera, renderer.domElement );
- controls.addEventListener( 'change', render );
- controls.enableZoom = false;
- controls.screenSpacePanning = true;
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- const dpr = renderer.getPixelRatio();
- renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
- render();
- }
- function render() {
- // render scene into target
- renderer.setRenderTarget( renderTarget );
- renderer.render( scene, camera );
- // render post FX
- renderer.setRenderTarget( null );
- renderer.render( postScene, postCamera );
- }
- </script>
- </body>
- </html>
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