mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-14 18:27:56 +01:00
260 lines
6.3 KiB
HTML
Executable File
260 lines
6.3 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - materials - shaders [lava]</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #ffffff;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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a {
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color: #ffffff;
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}
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#oldie a { color:#da0 }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - shader material demo. featuring lava shader by <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057" target="_blank">TheGameMaker</a></div>
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<script src="../build/three.min.js"></script>
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<script src="js/shaders/ConvolutionShader.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/FilmShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/BloomPass.js"></script>
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<script src="js/postprocessing/FilmPass.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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uniform float time;
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uniform vec2 resolution;
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uniform float fogDensity;
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uniform vec3 fogColor;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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varying vec2 vUv;
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void main( void ) {
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vec2 position = -1.0 + 2.0 * vUv;
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vec4 noise = texture2D( texture1, vUv );
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vec2 T1 = vUv + vec2( 1.5, -1.5 ) * time *0.02;
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vec2 T2 = vUv + vec2( -0.5, 2.0 ) * time * 0.01;
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T1.x += noise.x * 2.0;
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T1.y += noise.y * 2.0;
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T2.x -= noise.y * 0.2;
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T2.y += noise.z * 0.2;
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float p = texture2D( texture1, T1 * 2.0 ).a;
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vec4 color = texture2D( texture2, T2 * 2.0 );
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vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );
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if( temp.r > 1.0 ){ temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
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if( temp.g > 1.0 ){ temp.rb += temp.g - 1.0; }
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if( temp.b > 1.0 ){ temp.rg += temp.b - 1.0; }
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gl_FragColor = temp;
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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const float LOG2 = 1.442695;
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float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
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fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
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gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
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}
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</script>
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<script id="vertexShader" type="x-shader/x-vertex">
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uniform vec2 uvScale;
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varying vec2 vUv;
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void main()
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{
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vUv = uvScale * uv;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var clock = new THREE.Clock();
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var camera, scene, renderer, composer;
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var uniforms, material, mesh;
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var mouseX = 0, mouseY = 0,
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lat = 0, lon = 0, phy = 0, theta = 0;
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var width = window.innerWidth || 2;
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var height = window.innerHeight || 2;
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var windowHalfX = width / 2;
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var windowHalfY = height / 2;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 35, windowHalfX / windowHalfY, 1, 3000 );
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camera.position.z = 4;
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scene = new THREE.Scene();
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uniforms = {
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fogDensity: { type: "f", value: 0.45 },
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fogColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
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time: { type: "f", value: 1.0 },
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resolution: { type: "v2", value: new THREE.Vector2() },
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uvScale: { type: "v2", value: new THREE.Vector2( 3.0, 1.0 ) },
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texture1: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/lava/cloud.png" ) },
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texture2: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" ) }
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};
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uniforms.texture1.value.wrapS = uniforms.texture1.value.wrapT = THREE.RepeatWrapping;
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uniforms.texture2.value.wrapS = uniforms.texture2.value.wrapT = THREE.RepeatWrapping;
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var size = 0.65;
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material = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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} );
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mesh = new THREE.Mesh( new THREE.TorusGeometry( size, 0.3, 30, 30 ), material );
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mesh.rotation.x = 0.3;
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scene.add( mesh );
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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container.appendChild( renderer.domElement );
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renderer.autoClear = false;
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//
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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//container.appendChild( stats.domElement );
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//
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var renderModel = new THREE.RenderPass( scene, camera );
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var effectBloom = new THREE.BloomPass( 1.25 );
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var effectFilm = new THREE.FilmPass( 0.35, 0.95, 2048, false );
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effectFilm.renderToScreen = true;
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composer = new THREE.EffectComposer( renderer );
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composer.addPass( renderModel );
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composer.addPass( effectBloom );
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composer.addPass( effectFilm );
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//
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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize( event ) {
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uniforms.resolution.value.x = window.innerWidth;
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uniforms.resolution.value.y = window.innerHeight;
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renderer.setSize( window.innerWidth, window.innerHeight );
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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composer.reset();
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var delta = 5 * clock.getDelta();
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uniforms.time.value += 0.2 * delta;
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mesh.rotation.y += 0.0125 * delta;
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mesh.rotation.x += 0.05 * delta;
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renderer.clear();
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composer.render( 0.01 );
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}
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</script>
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</body>
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</html>
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