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334 lines
9.8 KiB
HTML
334 lines
9.8 KiB
HTML
2 months ago
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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 webgpu - volumetric caustics</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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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - volumetric caustics
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { uniform, refract, div, frameId, lightViewPosition, float, positionView, positionViewDirection, screenUV, pass, texture3D, time, screenCoordinate, normalView, texture, Fn, vec2, vec3 } from 'three/tsl';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
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import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { bayer16 } from 'three/addons/tsl/math/Bayer.js';
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import { bloom } from 'three/addons/tsl/display/BloomNode.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let camera, scene, renderer, controls;
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let postProcessing;
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let stats;
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let gltf;
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init();
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async function init() {
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const LAYER_VOLUMETRIC_LIGHTING = 10;
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camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.025, 5 );
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camera.position.set( - 0.7, 0.2, 0.2 );
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scene = new THREE.Scene();
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// Light
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const spotLight = new THREE.SpotLight( 0xffffff, 1 );
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spotLight.position.set( .2, .3, .2 );
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spotLight.castShadow = true;
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spotLight.angle = Math.PI / 6;
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spotLight.penumbra = 1;
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spotLight.decay = 2;
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spotLight.distance = 0;
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spotLight.shadow.mapType = THREE.HalfFloatType; // For HDR Caustics
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spotLight.shadow.mapSize.width = 1024;
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spotLight.shadow.mapSize.height = 1024;
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spotLight.shadow.camera.near = .1;
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spotLight.shadow.camera.far = 1;
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spotLight.shadow.bias = - .003;
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spotLight.shadow.intensity = .95;
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spotLight.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
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scene.add( spotLight );
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// Model / Textures
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const dracoLoader = new DRACOLoader();
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dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
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dracoLoader.setDecoderConfig( { type: 'js' } );
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gltf = ( await new GLTFLoader().setDRACOLoader( dracoLoader ).loadAsync( './models/gltf/duck.glb' ) ).scene;
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gltf.scale.setScalar( .5 );
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scene.add( gltf );
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const causticMap = new THREE.TextureLoader().load( './textures/opengameart/Caustic_Free.jpg' );
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causticMap.wrapS = causticMap.wrapT = THREE.RepeatWrapping;
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causticMap.colorSpace = THREE.SRGBColorSpace;
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// Material
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const duck = gltf.children[ 0 ];
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duck.material = new THREE.MeshPhysicalNodeMaterial();
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duck.material.side = THREE.DoubleSide;
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duck.material.transparent = true;
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duck.material.color = new THREE.Color( 0xFFD700 );
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duck.material.transmission = 1;
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duck.material.thickness = .25;
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duck.material.ior = 1.5;
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duck.material.metalness = 0;
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duck.material.roughness = .1;
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duck.castShadow = true;
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// TSL Shader
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const causticOcclusion = uniform( 1 );
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const causticEffect = Fn( () => {
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const refractionVector = refract( positionViewDirection.negate(), normalView, div( 1.0, duck.material.ior ) ).normalize();
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const viewZ = normalView.z.pow( causticOcclusion );
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const textureUV = refractionVector.xy.mul( .6 );
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const causticColor = uniform( duck.material.color );
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const chromaticAberrationOffset = normalView.z.pow( - .9 ).mul( .004 );
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const causticProjection = vec3(
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texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.x.negate(), 0 ) ) ).r,
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texture( causticMap, textureUV.add( vec2( 0, chromaticAberrationOffset.y.negate() ) ) ).g,
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texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.x, chromaticAberrationOffset.y ) ) ).b
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);
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return causticProjection.mul( viewZ.mul( 60 ) ).add( viewZ ).mul( causticColor );
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} )().toVar();
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duck.material.castShadowNode = causticEffect;
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duck.material.emissiveNode = Fn( () => {
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// Custom emissive for illuminating backside of the mesh based on the caustic effect and light direction
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const thicknessPowerNode = float( 3.0 );
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const scatteringHalf = lightViewPosition( spotLight ).sub( positionView ).normalize();
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const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ) );
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return causticEffect.mul( scatteringDot.add( .1 ) ).mul( .02 );
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} )();
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// GUI
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const gui = new GUI();
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gui.add( causticOcclusion, 'value', 0, 20 ).name( 'caustic occlusion' );
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gui.addColor( duck.material, 'color' ).name( 'material color' );
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// Ground
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const textureLoader = new THREE.TextureLoader();
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const map = textureLoader.load( 'textures/hardwood2_diffuse.jpg' );
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map.wrapS = map.wrapT = THREE.RepeatWrapping;
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map.repeat.set( 10, 10 );
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const geometry = new THREE.PlaneGeometry( 2, 2 );
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const material = new THREE.MeshStandardMaterial( { color: 0 } );
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const ground = new THREE.Mesh( geometry, material );
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ground.rotation.x = - Math.PI / 2;
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ground.receiveShadow = true;
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scene.add( ground );
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// Renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.shadowMap.enabled = true;
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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// Post-Processing
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postProcessing = new THREE.PostProcessing( renderer );
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// Layers
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const volumetricLightingIntensity = uniform( .7 );
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const volumetricLayer = new THREE.Layers();
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volumetricLayer.disableAll();
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volumetricLayer.enable( LAYER_VOLUMETRIC_LIGHTING );
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// Volumetric Fog Area
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function createTexture3D() {
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let i = 0;
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const size = 128;
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const data = new Uint8Array( size * size * size );
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const scale = 10;
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const perlin = new ImprovedNoise();
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const repeatFactor = 5.0;
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for ( let z = 0; z < size; z ++ ) {
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for ( let y = 0; y < size; y ++ ) {
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for ( let x = 0; x < size; x ++ ) {
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const nx = ( x / size ) * repeatFactor;
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const ny = ( y / size ) * repeatFactor;
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const nz = ( z / size ) * repeatFactor;
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const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale );
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data[ i ] = ( 128 + 128 * noiseValue );
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i ++;
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}
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}
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}
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const texture = new THREE.Data3DTexture( data, size, size, size );
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texture.format = THREE.RedFormat;
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texture.minFilter = THREE.LinearFilter;
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texture.magFilter = THREE.LinearFilter;
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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texture.unpackAlignment = 1;
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texture.needsUpdate = true;
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return texture;
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}
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const noiseTexture3D = createTexture3D();
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const smokeAmount = uniform( 3 );
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const volumetricMaterial = new THREE.VolumeNodeMaterial();
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volumetricMaterial.steps = 20;
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volumetricMaterial.offsetNode = bayer16( screenCoordinate.add( frameId ) ); // Add dithering to reduce banding
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volumetricMaterial.scatteringNode = Fn( ( { positionRay } ) => {
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// Return the amount of fog based on the noise texture
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const timeScaled = vec3( time.mul( .01 ), 0, time.mul( .03 ) );
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const sampleGrain = ( scale, timeScale = 1 ) => texture3D( noiseTexture3D, positionRay.add( timeScaled.mul( timeScale ) ).mul( scale ).mod( 1 ), 0 ).r.add( .5 );
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let density = sampleGrain( 1 );
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density = density.mul( sampleGrain( .5, 1 ) );
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density = density.mul( sampleGrain( .2, 2 ) );
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return smokeAmount.mix( 1, density );
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} );
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const volumetricMesh = new THREE.Mesh( new THREE.BoxGeometry( 1.5, .5, 1.5 ), volumetricMaterial );
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volumetricMesh.receiveShadow = true;
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volumetricMesh.position.y = .25;
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volumetricMesh.layers.disableAll();
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volumetricMesh.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
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scene.add( volumetricMesh );
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// Scene Pass
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const scenePass = pass( scene, camera );
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const sceneDepth = scenePass.getTextureNode( 'depth' );
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// Material - Apply occlusion depth of volumetric lighting based on the scene depth
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volumetricMaterial.depthNode = sceneDepth.sample( screenUV );
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// Volumetric Lighting Pass
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const volumetricPass = pass( scene, camera, { depthBuffer: false } );
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volumetricPass.setLayers( volumetricLayer );
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volumetricPass.setResolution( .5 );
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// Compose and Denoise
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const bloomPass = bloom( volumetricPass, 1, 1, 0 );
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const scenePassColor = scenePass.add( bloomPass.mul( volumetricLightingIntensity ) );
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postProcessing.outputNode = scenePassColor;
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// Stats
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stats = new Stats();
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document.body.appendChild( stats.dom );
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// Controls
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controls = new OrbitControls( camera, renderer.domElement );
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controls.target.z = - .05;
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controls.target.y = .02;
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controls.maxDistance = 1;
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window.addEventListener( 'resize', onWindowResize );
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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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stats.update();
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for ( const mesh of gltf.children ) {
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mesh.rotation.y -= .01;
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}
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controls.update();
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postProcessing.render();
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}
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</script>
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</body>
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</html>
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