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demo.js
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/**
* Translated from http://mrdoob.github.com/three.js/examples/webgl_postprocessing.html
* @author alteredq
*/
var camera, scene, renderer, composer;
var object, light;
var THREE = require('three')
, EffectComposer = require('./')(THREE)
THREE.DotScreenShader = {
uniforms: {
"tDiffuse": { type: "t", value: null },
"tSize": { type: "v2", value: new THREE.Vector2( 256, 256 ) },
"center": { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
"angle": { type: "f", value: 1.57 },
"scale": { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform vec2 center;",
"uniform float angle;",
"uniform float scale;",
"uniform vec2 tSize;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"float pattern() {",
"float s = sin( angle ), c = cos( angle );",
"vec2 tex = vUv * tSize - center;",
"vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
"return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
"}",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"float average = ( color.r + color.g + color.b ) / 3.0;",
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
"}"
].join("\n")
};
THREE.RGBShiftShader = {
uniforms: {
"tDiffuse": { type: "t", value: null },
"amount": { type: "f", value: 0.005 },
"angle": { type: "f", value: 0.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform float amount;",
"uniform float angle;",
"varying vec2 vUv;",
"void main() {",
"vec2 offset = amount * vec2( cos(angle), sin(angle));",
"vec4 cr = texture2D(tDiffuse, vUv + offset);",
"vec4 cga = texture2D(tDiffuse, vUv);",
"vec4 cb = texture2D(tDiffuse, vUv - offset);",
"gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
"}"
].join("\n")
};
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
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( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
for ( var i = 0; i < 100; i ++ ) {
var 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 = Math.random() * 50;
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new EffectComposer( renderer );
composer.addPass( new EffectComposer.RenderPass( scene, camera ) );
var effect = new EffectComposer.ShaderPass( THREE.DotScreenShader );
effect.uniforms[ 'scale' ].value = 4;
composer.addPass( effect );
var effect = new EffectComposer.ShaderPass( THREE.RGBShiftShader );
effect.uniforms[ 'amount' ].value = 0.0015;
effect.renderToScreen = true;
composer.addPass( effect );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
composer.render();
}