mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-23 22:00:42 +02:00
144 lines
3.4 KiB
HTML
144 lines
3.4 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing - digital glitch</title>
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<meta charset="utf-8">
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<style>
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body {
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margin: 0px;
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background-color: #000000;
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overflow: hidden;
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}
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div {
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position: absolute;
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z-index: 10;
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color: #fff;
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font-family: monospace;
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text-align: center;
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margin: 10px;
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width: 100%;
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}
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label, input {
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cursor: pointer;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/DigitalGlitch.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/GlitchPass.js"></script>
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<div>
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<label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
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</div>
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<script>
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var camera, scene, renderer, composer;
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var object, light;
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var glitchPass;
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init();
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animate();
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function updateOptions() {
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var wildGlitch = document.getElementById('wildGlitch');
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glitchPass.goWild=wildGlitch.checked;
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}
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function init() {
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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//
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.z = 400;
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
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object = new THREE.Object3D();
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scene.add( object );
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var geometry = new THREE.SphereGeometry( 1, 4, 4 );
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var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
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for ( var i = 0; i < 100; i ++ ) {
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material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), shading: THREE.FlatShading } );
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
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mesh.position.multiplyScalar( Math.random() * 400 );
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mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
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object.add( mesh );
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}
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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light = new THREE.DirectionalLight( 0xffffff );
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light.position.set( 1, 1, 1 );
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scene.add( light );
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// postprocessing
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composer = new THREE.EffectComposer( renderer );
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composer.addPass( new THREE.RenderPass( scene, camera ) );
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glitchPass = new THREE.GlitchPass();
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glitchPass.renderToScreen = true;
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composer.addPass( glitchPass );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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updateOptions();
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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var time = Date.now();
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object.rotation.x += 0.005;
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object.rotation.y += 0.01;
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composer.render();
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//renderer.render(scene, camera);
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}
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</script>
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</body>
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</html>
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