mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Added noise to coloration passes, removed film grain pass. Added ImageOverlayPass option; effect can be specified in URL variables.
This commit is contained in:
78
index.html
78
index.html
@@ -9,9 +9,9 @@
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<script src="./js/ColorMapPass.js"></script>
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<script src="./js/HorizontalColorationPass.js"></script>
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<script src="./js/FilmGrainPass.js"></script>
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<script src="./js/LuminosityHighPassShader.js"></script>
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<script src="./js/UnrealBloomPass.js"></script>
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<script src="./js/ImageOverlayPass.js"></script>
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<script src="./js/MatrixMaterial.js"></script>
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<script src="./js/MatrixGeometry.js"></script>
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@@ -33,6 +33,8 @@
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const b = parseFloat(getParam("b", 1.125));
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const c = parseFloat(getParam("c", 1.25));
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const effect = getParam("effect", "plain");
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document.ontouchmove = (e) => e.preventDefault();
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const element = document.createElement("matrixcode");
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document.body.appendChild(element);
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@@ -56,46 +58,53 @@
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glyphSequenceLength,
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});
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// const stupidMaterial = new THREE.MeshBasicMaterial( { map: texture, flatShading: false, transparent:false } );
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const mesh = new THREE.Mesh( geometry, material );
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scene.add(mesh);
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composer.addPass( new THREE.RenderPass( scene, camera ) );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.15, 0.3 );
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const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 2, 0.5, 0.3 );
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composer.addPass( bloomPass );
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const colorMap = new THREE.ColorMapPass([
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
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{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
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{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
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]);
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composer.addPass( colorMap );
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switch (effect) {
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case "plain":
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composer.addPass(new THREE.ColorMapPass([
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{color: new THREE.Vector3(0.00, 0.00, 0.00), at: 0.0},
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{color: new THREE.Vector3(0.05, 0.52, 0.17), at: 0.4},
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{color: new THREE.Vector3(0.12, 0.82, 0.37), at: 0.8},
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{color: new THREE.Vector3(0.29, 1.00, 0.64), at: 1.0},
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], 0.1));
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break;
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case "pride":
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composer.addPass(new THREE.HorizontalColorationPass([
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new THREE.Vector3(1, 0, 0),
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new THREE.Vector3(1, 0.5, 0),
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new THREE.Vector3(1, 1, 0),
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new THREE.Vector3(0, 1, 0),
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new THREE.Vector3(0, 0, 1),
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new THREE.Vector3(0.8, 0, 1),
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], 0.1));
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break;
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case "customStripes":
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const flagColorData = getParam("colors", "0.4,0.15,0.1,0.4,0.15,0.1,0.8,0.8,0.6,0.8,0.8,0.6,1.0,0.7,0.8,1.0,0.7,0.8,").split(",").map(parseFloat);
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const numFlagColors = Math.floor(flagColorData.length / 3);
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const colors = [];
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for (let i = 0; i < numFlagColors; i++) {
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colors.push(new THREE.Vector3(flagColorData[i * 3 + 0], flagColorData[i * 3 + 1], flagColorData[i * 3 + 2]));
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}
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composer.addPass(new THREE.HorizontalColorationPass(colors, 0.1));
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break;
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case "none":
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break;
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case "image":
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const imageURL = getParam("url", "https://upload.wikimedia.org/wikipedia/commons/0/0a/Flammarion_Colored.jpg");
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window.texture2 = new THREE.TextureLoader().load( imageURL );
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composer.addPass(new THREE.ImageOverlayPass(texture2));
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break;
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}
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const horizontalColoration = new THREE.HorizontalColorationPass([
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new THREE.Vector3(1, 0, 0),
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new THREE.Vector3(1, 1, 0),
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new THREE.Vector3(0, 1, 0),
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new THREE.Vector3(0, 1, 1),
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new THREE.Vector3(0, 0, 1),
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new THREE.Vector3(1, 0, 1),
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// new THREE.Vector3(1, 0, 0.5),
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// new THREE.Vector3(1, 0, 0.5),
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// new THREE.Vector3(0.5, 0, 1),
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// new THREE.Vector3(0.5, 0, 1),
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// new THREE.Vector3(0.25, 0.25, 1),
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// new THREE.Vector3(0.25, 0.25, 1),
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]);
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// composer.addPass(horizontalColoration);
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const blurMag = 0.0001;
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const ditherMag = 0.075;
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const filmGrainPass = new THREE.FilmGrainPass(blurMag, ditherMag);
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composer.addPass(filmGrainPass);
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composer.passes.filter(pass => !pass.enabled).renderToScreen = false;
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composer.passes.filter(pass => pass.enabled).pop().renderToScreen = true;
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const windowResize = () => {
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const [width, height] = [window.innerWidth, window.innerHeight];
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@@ -122,8 +131,7 @@
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const render = () => {
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requestAnimationFrame(render);
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const now = Date.now();
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update(now);
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update(Date.now());
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composer.render();
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}
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render();
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