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152 lines
3.9 KiB
HTML
152 lines
3.9 KiB
HTML
<html lang="en">
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<head>
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<title>three.js webgpu - texture gradient</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</a>
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<br />This example demonstrate texture gradient
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<br /> Left canvas is using WebGPU Backend, right canvas is WebGL Backend.
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<br /> The bottom half of the texture benefits from the gradient to achieve better blur quality.
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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 { If, vec4, float, time, cos, pow, vec2, uv, texture, Fn } from 'three/tsl';
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// WebGPU Backend
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init();
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// WebGL Backend
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init( true );
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async function init( forceWebGL = false ) {
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const aspect = ( window.innerWidth / 2 ) / window.innerHeight;
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const camera = new THREE.OrthographicCamera( - aspect, aspect );
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camera.position.z = 2;
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const scene = new THREE.Scene();
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// texture
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const material = new THREE.MeshBasicNodeMaterial( { color: 0xffffff } );
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// load async brick_diffuse
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const map = await new THREE.TextureLoader().loadAsync( 'textures/uv_grid_opengl.jpg' );
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material.colorNode = Fn( () => {
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const color = vec4( 1. ).toVar();
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const vuv = uv().toVar();
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const blur = pow( float( 0.0625 ).sub( cos( vuv.x.mul( 20.0 ).add( time ) ) ).mul( 0.0625 ), 2.0 );
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const grad = vec2( blur ).toVar();
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If( vuv.y.greaterThan( 0.5 ), () => {
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grad.assign( 0 );
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} );
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color.assign(
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texture( map, vuv.add( vec2( blur, blur ).mul( 0.5 ) ) ).grad( grad, grad ).mul( 0.25 )
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.add( texture( map, vuv.add( vec2( blur, blur.negate() ).mul( 0.5 ) ) ).grad( grad, grad ).mul( 0.25 ) )
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.add( texture( map, vuv.add( vec2( blur.negate(), blur ).mul( 0.5 ) ) ).grad( grad, grad ).mul( 0.25 ) )
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.add( texture( map, vuv.add( vec2( blur.negate(), blur.negate() ).mul( 0.5 ) ) ).grad( grad, grad ).mul( 0.25 ) )
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);
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If( vuv.y.greaterThan( 0.497 ).and( vuv.y.lessThan( 0.503 ) ), () => {
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color.assign( 1 );
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} );
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return color;
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} )();
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//
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const box = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), material );
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scene.add( box );
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const renderer = new THREE.WebGPURenderer( { antialias: false, forceWebGL: forceWebGL } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth / 2, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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renderer.domElement.style.position = 'absolute';
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renderer.domElement.style.top = '0';
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renderer.domElement.style.left = '0';
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renderer.domElement.style.width = '50%';
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renderer.domElement.style.height = '100%';
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if ( forceWebGL ) {
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renderer.domElement.style.left = '50%';
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scene.background = new THREE.Color( 0x212121 );
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} else {
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scene.background = new THREE.Color( 0x313131 );
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}
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//
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const animate = async function () {
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await renderer.renderAsync( scene, camera );
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};
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renderer.setAnimationLoop( animate );
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window.addEventListener( 'resize', onWindowResize );
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function onWindowResize() {
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renderer.setSize( window.innerWidth / 2, window.innerHeight );
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const aspect = ( window.innerWidth / 2 ) / window.innerHeight;
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const frustumHeight = camera.top - camera.bottom;
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camera.left = - frustumHeight * aspect / 2;
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camera.right = frustumHeight * aspect / 2;
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camera.updateProjectionMatrix();
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renderer.render( scene, camera );
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}
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}
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</script>
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</body>
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</html>
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