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394 lines
11 KiB
HTML
394 lines
11 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - random - uv</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="container"></div>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Random UV and Disolve
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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.module.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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let camera, scene, renderer, dirLight, ground, gui, material, materialIn, uniforms, uniformsIn;
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init();
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render();
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function init() {
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const container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 20 );
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camera.position.set( - 0.8, 0.6, 1.5 );
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 0.7;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.VSMShadowMap;
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container.appendChild( renderer.domElement );
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dirLight = new THREE.DirectionalLight( 0xFFFFFF, 3 );
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dirLight.position.set( - 0.5, 1, 0.8 );
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dirLight.castShadow = true;
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scene.add( dirLight );
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const shadow = dirLight.shadow;
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shadow.mapSize.width = shadow.mapSize.height = 1024;
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shadow.radius = 16;
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shadow.bias = - 0.0005;
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const shadowCam = shadow.camera, s = 2;
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shadowCam.near = 0.5;
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shadowCam.far = 3;
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shadowCam.right = shadowCam.top = s;
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shadowCam.left = shadowCam.bottom = - s;
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// debug shadow
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//scene.add( new THREE.CameraHelper(shadowCam) );
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// add ground plane
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const plane = new THREE.PlaneGeometry( 2, 2 );
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plane.rotateX( - Math.PI * 0.5 );
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ground = new THREE.Mesh( plane, new THREE.ShadowMaterial( { opacity: 0.5 } ) );
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ground.receiveShadow = true;
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ground.position.z = - 0.5;
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scene.add( ground );
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const map = new THREE.TextureLoader().load( 'textures/jade.jpg' );
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map.colorSpace = THREE.SRGBColorSpace;
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map.wrapS = map.wrapT = THREE.RepeatWrapping;
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map.repeat.set( 20, 20 );
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map.flipY = false;
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const disolveMap = new THREE.TextureLoader().load( 'textures/shaderball_ds.jpg' );
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disolveMap.flipY = false;
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const noise = new THREE.TextureLoader().load( 'textures/noise.png' );
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new RGBELoader()
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.setPath( 'textures/equirectangular/' )
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.load( 'lobe.hdr', function ( texture ) {
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texture.mapping = THREE.EquirectangularReflectionMapping;
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scene.background = texture;
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scene.environment = texture;
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scene.backgroundBlurriness = 0.5;
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scene.backgroundIntensity = 1.0;
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scene.environmentIntensity = 1.5;
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render();
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// model
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const loader = new GLTFLoader().setPath( 'models/gltf/' );
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loader.setDRACOLoader( new DRACOLoader().setDecoderPath( 'jsm/libs/draco/gltf/' ) );
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loader.load( 'ShaderBall2.glb', function ( gltf ) {
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const shaderBall = gltf.scene.children[ 0 ];
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// shaderBall is a group with 3 children : base, inside and logo
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// ao map is include in model
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let i = shaderBall.children.length, n = 0;
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while ( i -- ) {
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shaderBall.children[ i ].receiveShadow = true;
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shaderBall.children[ i ].castShadow = true;
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shaderBall.children[ i ].renderOrder = n ++;
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}
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material = shaderBall.children[ 0 ].material;
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material.map = map;
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material.alphaMap = disolveMap;
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material.transparent = true;
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materialIn = shaderBall.children[ 1 ].material;
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materialIn.alphaMap = disolveMap;
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materialIn.transparent = true;
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material.onBeforeCompile = function ( shader ) {
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shader.uniforms[ 'disolve' ] = { value: 0 };
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shader.uniforms[ 'threshold' ] = { value: 0.2 };
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shader.uniforms[ 'noiseMap' ] = { value: noise };
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shader.uniforms[ 'enableRandom' ] = { value: 1 };
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shader.uniforms[ 'useNoiseMap' ] = { value: 1 };
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shader.uniforms[ 'useSuslikMethod' ] = { value: 0 };
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shader.uniforms[ 'debugNoise' ] = { value: 0 };
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shader.fragmentShader = shader.fragmentShader.replace( '#include <clipping_planes_pars_fragment>', '#include <clipping_planes_pars_fragment>' + randomUV );
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shader.fragmentShader = shader.fragmentShader.replace( '#include <map_fragment>', map_fragment );
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// for disolve
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shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
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shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
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uniforms = shader.uniforms;
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};
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materialIn.onBeforeCompile = function ( shader ) {
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shader.uniforms[ 'disolve' ] = { value: 0 };
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shader.uniforms[ 'threshold' ] = { value: 0.2 };
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// for disolve
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shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
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shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
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uniformsIn = shader.uniforms;
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};
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scene.add( shaderBall );
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render();
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createGUI();
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} );
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} );
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.addEventListener( 'change', render ); // use if there is no animation loop
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controls.minDistance = 0.3;
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controls.maxDistance = 10;
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controls.target.set( 0, 0.4, 0 );
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controls.update();
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window.addEventListener( 'resize', onWindowResize );
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}
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function createGUI() {
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const setting = {
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get 'Enabled'() {
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return uniforms.enableRandom.value ? true : false;
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},
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set 'Enabled'( v ) {
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uniforms.enableRandom.value = v ? 1 : 0; render();
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},
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get 'UseNoiseMap'() {
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return uniforms.useNoiseMap.value ? true : false;
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},
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set 'UseNoiseMap'( v ) {
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uniforms.useNoiseMap.value = v ? 1 : 0; render();
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},
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get 'SuslikMethod'() {
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return uniforms.useSuslikMethod.value ? true : false;
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},
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set 'SuslikMethod'( v ) {
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uniforms.useSuslikMethod.value = v ? 1 : 0; render();
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},
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get 'DebugNoise'() {
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return uniforms.debugNoise.value ? true : false;
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},
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set 'DebugNoise'( v ) {
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uniforms.debugNoise.value = v ? 1 : 0; render();
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},
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// disolve
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get 'disolve'() {
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return uniforms.disolve.value;
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},
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set 'disolve'( v ) {
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uniforms.disolve.value = v; uniformsIn.disolve.value = v; ground.material.opacity = ( 1 - v ) * 0.5; render();
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},
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get 'threshold'() {
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return uniforms.threshold.value;
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},
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set 'threshold'( v ) {
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uniforms.threshold.value = v; uniformsIn.threshold.value = v; render();
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}
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};
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gui = new GUI();
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gui.add( material, 'roughness', 0, 1, 0.01 ).onChange( render );
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gui.add( material, 'metalness', 0, 1, 0.01 ).onChange( render );
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gui.add( setting, 'disolve', 0, 1, 0.01 ).onChange( render );
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gui.add( setting, 'threshold', 0, 1, 0.01 ).onChange( render );
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gui.add( setting, 'Enabled' );
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gui.add( setting, 'UseNoiseMap' );
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gui.add( setting, 'SuslikMethod' );
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gui.add( setting, 'DebugNoise' );
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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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render();
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}
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//
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function render() {
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renderer.render( scene, camera );
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}
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const randomUV = /* glsl */ `
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uniform sampler2D noiseMap;
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uniform float enableRandom;
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uniform float useNoiseMap;
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uniform float debugNoise;
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uniform float useSuslikMethod;
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float directNoise(vec2 p){
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vec2 ip = floor(p);
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vec2 u = fract(p);
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u = u*u*(3.0-2.0*u);
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float res = mix(
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mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
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mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
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return res*res;
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}
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float sum( vec4 v ) { return v.x+v.y+v.z; }
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vec4 textureNoTile( sampler2D mapper, in vec2 uv ){
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// sample variation pattern
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float k = 0.0;
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if( useNoiseMap == 1.0 ) k = texture2D( noiseMap, 0.005*uv ).x;
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else k = directNoise( uv );
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// compute index
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float index = k*8.0;
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float f = fract( index );
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float ia = 0.0;
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float ib = 0.0;
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if( useSuslikMethod == 1.0 ){
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ia = floor(index+0.5);
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ib = floor(index);
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f = min(f, 1.0-f)*2.0;
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} else {
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ia = floor( index );
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ib = ia + 1.0;
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}
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// offsets for the different virtual patterns
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vec2 offa = sin(vec2(3.0,7.0)*ia); // can replace with any other hash
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vec2 offb = sin(vec2(3.0,7.0)*ib); // can replace with any other hash
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// compute derivatives for mip-mapping
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vec2 dx = dFdx(uv);
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vec2 dy = dFdy(uv);
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// sample the two closest virtual patterns
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vec4 cola = textureGrad( mapper, uv + offa, dx, dy );
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vec4 colb = textureGrad( mapper, uv + offb, dx, dy );
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if( debugNoise == 1.0 ){
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cola = vec4( 0.1,0.0,0.0,1.0 );
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colb = vec4( 0.0,0.0,1.0,1.0 );
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}
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// interpolate between the two virtual patterns
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return mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sum(cola-colb)) );
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}`;
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const map_fragment = /* glsl */ `
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#ifdef USE_MAP
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if( enableRandom == 1.0 ) diffuseColor *= textureNoTile( map, vMapUv );
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else diffuseColor *= texture2D( map, vMapUv );
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#endif
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`;
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const alphamap_pars_fragment = /* glsl */ `
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#ifdef USE_ALPHAMAP
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uniform sampler2D alphaMap;
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uniform float disolve;
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uniform float threshold;
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#endif
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`;
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const alphamap_fragment = /* glsl */ `
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#ifdef USE_ALPHAMAP
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float vv = texture2D( alphaMap, vAlphaMapUv ).g;
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float r = disolve * (1.0 + threshold * 2.0) - threshold;
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float mixf = clamp((vv - r)*(1.0/threshold), 0.0, 1.0);
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diffuseColor.a = mixf;
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#endif
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`;
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</script>
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</body>
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</html>
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