├── .idea
└── vcs.xml
├── LICENSE
├── README.md
├── ambientjam.ogg
├── css
└── ambientjam.css
├── index.html
├── js
├── configuregui.js
├── configurestats.js
├── eventsandhelpers.js
├── flyingdot.js
├── main.js
├── plexusparticles.js
├── setpostprocessingchain.js
├── setrenderer.js
├── settings.js
└── spotlights.js
├── lib
├── dat.gui.min.js
├── minivents.min.js
├── shaders
│ ├── BloomPass.js
│ ├── CRTShader.js
│ ├── ConvolutionShader.js
│ ├── CopyShader.js
│ ├── EffectComposer.js
│ ├── FXAAShader.js
│ ├── FilmPass.js
│ ├── FilmShader.js
│ ├── KaleidoShader.js
│ ├── RGBShiftShader.js
│ ├── RenderPass.js
│ ├── SepiaShader.js
│ ├── ShaderPass.js
│ ├── StaticShader.js
│ ├── TechnicolorShader.js
│ └── VignetteShader.js
├── simplexnoise.js
├── stats.min.js
├── three.min.js
└── tween.min.js
└── vinyl_texture.png
/.idea/vcs.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
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/LICENSE:
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/README.md:
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1 | # Plexus&Shaders
2 |
3 | This is a WebGL tech demo created using ThreeJS + Vertex Shaders and Fragment Shaders. It consists in a music visualizer with some post-processing shaders and a particle system to stress test ThreeJS technology on modern video-cards. It is a Chrome Experiment, and it is best visualized on Google Chrome (it works fine on Firefox though).
4 |
5 | 
6 |
7 | The code was written using a nVidia GeForce GTX 980Ti on my test environment, and any browser achieves 60 frames per second even with all the post-processing shaders and the particles system enabled.
8 |
9 | GIFs and Screenshots are ugly... If you have a good video-card, check the [Live **Demo** HERE](http://mgz.me/plexus-shaders) =)
10 |
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/ambientjam.ogg:
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https://raw.githubusercontent.com/TheCodeTherapy/plexus-shaders/331e9543f8e5aaee5ff23e45877651fa990f5a3d/ambientjam.ogg
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/css/ambientjam.css:
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1 | @import url('https://fonts.googleapis.com/css?family=Electrolize');
2 |
3 | @font-face {
4 | font-family: Electrolize;
5 | }
6 |
7 | /* reset */
8 | h1, h2, h3, h4, h5, h6, p {
9 | margin: 0;
10 | padding: 0;
11 | border: 0;
12 | outline: 0;
13 | font-weight: inherit;
14 | font-style: inherit;
15 | font-size: 100%;
16 | font-family: inherit;
17 | vertical-align: baseline;
18 | }
19 |
20 | body, html{
21 | background: #060612; /* Old browsers */
22 | /* background: -moz-linear-gradient(top, #203070 0%, #000000 100%); /* FF3.6-15 */
23 | background: -webkit-linear-gradient(top, #303031 0%,#000000 100%); /* Chrome10-25,Safari5.1-6 */
24 | /* background: linear-gradient(to bottom, #203070 0%,#000000 100%); /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */
25 | box-sizing: border-box;
26 | margin: 0;
27 | padding: 0;
28 | overflow: hidden;
29 | position: relative;
30 | width: 100vw;
31 | height: 100vh;
32 | }
33 |
34 | #custom-gui {
35 | position: absolute;
36 | bottom: 21px;
37 | left: 1px;
38 | border-top: 1px dotted #303030;
39 | }
40 |
41 | #container {
42 | width: 100vw;
43 | height: 100vh;
44 | border: 1px dotted #303030;
45 | }
46 |
47 | *, *:before, *:after {
48 | box-sizing: inherit;
49 | }
50 |
51 | .modalIinfo {
52 | z-index: 10;
53 | visibility: hidden;
54 | font-family: 'Electrolize', sans-serif;
55 | color: #FFFFFF;
56 | position: absolute; top: 40px; left: 40px; right: 40px;
57 | height: auto;
58 | text-shadow: 0 0 10px rgba(0, 0, 0, 0.9);
59 | pointer-events: none;
60 | padding: 12px;
61 | background: rgba(10, 10, 10, .7);
62 | border-radius: 12px;
63 |
64 | }
65 |
66 | .modalIinfo h1 {
67 | color: #4477FF;
68 | text-align: center;
69 | font-size: 21px;
70 | opacity: 1;
71 | padding-top: 0;
72 | padding-bottom: 7px;
73 | }
74 |
75 | .modalIinfo p {
76 | text-align: justify;
77 | font-size: 18px;
78 | font-family: 'Electrolize', sans-serif;
79 | color: #FFF;
80 | margin: 0;
81 | line-height: 120%;
82 | }
83 |
84 | .modalIinfo p strong {
85 | color: #4477FF;
86 | text-shadow: 0 0 3px #0000FF;
87 | }
88 |
89 | .modalIinfo a {
90 | color: #FF3100;
91 | text-decoration: none;
92 | position: relative;
93 | pointer-events: auto;
94 | }
95 |
96 | #aboutBtn {
97 | font-family: 'Electrolize', sans-serif;
98 | z-index: 999;
99 | position: absolute;
100 | top: 42px;
101 | right: 42px;
102 | background: rgba(10, 10, 10, .7);
103 | border: 0;
104 | border-radius: 12px;
105 | padding: 6px;
106 | color: #FFFFFF;
107 | }
108 |
109 | #aboutBtn:hover {
110 | background-color: #4477FF;
111 | }
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/index.html:
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1 |
2 |
3 |
4 | Plexus and Shaders on my Weird TV
5 |
6 |
7 |
8 |
9 |
10 | About
11 |
12 |
Plexus and Shaders on my Weird TV
13 |
Created by: @marcogomez_ Come say hi! :)
14 |
Hello there, my name is Marco Gomez and this is a WebGL Demo created using ThreeJS, Vertex Shaders and
15 | Fragment Shaders. The purpose of this demo is to stress test shader passes with a PlexusParticles system
16 | to evaluate the performance of those visual effects on modern graphics cards, and also to have some fun by
17 | looking at some super cool stuff =)
18 |
You can use the Open Controls menu at the bottom left corner of your screen to tweak the
19 | parameters and have some fun with the demo!
20 |
This experiment is better viewed with Google Chrome.
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
59 |
60 |
61 |
72 |
73 |
74 |
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/js/configuregui.js:
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1 | function configureGUI() {
2 |
3 | var f0 = threeGUI.add(switchStats, 'enableStats');
4 |
5 | var f1 = threeGUI.addFolder('Shaders and PostProcess');
6 |
7 | f1.add(shadersParams, 'globalSwitch').listen();
8 | f1.add(shadersParams, 'effectFXAA').listen();
9 | f1.add(shadersParams, 'effectFilm').listen();
10 | f1.add(shadersParams, 'effectBloom').listen();
11 | f1.add(shadersParams, 'CRTPass').listen();
12 | f1.add(shadersParams, 'rgbShiftShader').listen();
13 | f1.add(shadersParams, 'staticPass').listen();
14 | f1.add(shadersParams, 'vignettePass').listen();
15 | f1.add(shadersParams, 'kaleidoShader').listen();
16 | f1.add(shadersParams, 'techniColor').listen();
17 | f1.add(shadersParams, 'sepiaShader').listen();
18 | var enableEvery = { EnableEverything:function() {
19 | shadersParams.globalSwitch = true;
20 | shadersParams.effectFXAA = true;
21 | shadersParams.effectFilm = true;
22 | shadersParams.effectBloom = true;
23 | shadersParams.CRTPass = true;
24 | shadersParams.rgbShiftShader = true;
25 | shadersParams.staticPass = true;
26 | shadersParams.vignettePass = true;
27 | shadersParams.techniColor = false;
28 | shadersParams.sepiaShader = true;
29 | }};
30 | var disableEvery = { DisableEverything:function() {
31 | shadersParams.globalSwitch = true;
32 | shadersParams.effectFXAA = false;
33 | shadersParams.effectFilm = false;
34 | shadersParams.effectBloom = false;
35 | shadersParams.CRTPass = false;
36 | shadersParams.rgbShiftShader = false;
37 | shadersParams.staticPass = false;
38 | shadersParams.vignettePass = false;
39 | shadersParams.kaleidoShader = false;
40 | shadersParams.techniColor = false;
41 | shadersParams.sepiaShader = false;
42 | }};
43 |
44 | f1.add(enableEvery, 'EnableEverything');
45 | f1.add(disableEvery, 'DisableEverything');
46 |
47 | var f2 = f1.addFolder('Film Params');
48 | var f3 = f1.addFolder('Bloom Params');
49 | var f4 = f1.addFolder('CRT Params');
50 | var f5 = f1.addFolder('RGBShift Params');
51 | var f6 = f1.addFolder('Static Params');
52 | var f7 = f1.addFolder('Vignette Params');
53 | var f8 = f1.addFolder('Technicolor Params');
54 | var f9 = f1.addFolder('Sepia Params');
55 | var f10 = f1.addFolder('Kaleido Params');
56 |
57 | f2.add(filmParams, 'noiseIntensity', 0.1, 1.5).step(0.01);
58 | f2.add(filmParams, 'scanLinesIntensity', 0.1, 1.5).step(0.01);
59 | f2.add(filmParams, 'scanLinesCount', height, height * 4).step(1);
60 | f2.add(filmParams, 'grayScale');
61 |
62 | f3.add(bloomParams, 'strength', 0.0, 2.0);
63 |
64 | f4.add(CRTParams, 'distortion1', 0.01, 9.0).step(0.01);
65 | f4.add(CRTParams, 'distortion2', 0.01, 9.0).step(0.01);
66 | f4.add(CRTParams, 'speed', 0.001, 0.210).step(0.01);
67 | f4.add(CRTParams, 'rollSpeed', -0.90, 0.90).step(0.01);
68 |
69 | f5.add(rgbShiftParams, 'amount', 0.0, 0.06);
70 | f5.add(rgbShiftParams, 'angle', 0.0, 3.0);
71 |
72 | f6.add(staticParams, 'amount', 0.0, 0.5).step(0.01);
73 | f6.add(staticParams, 'size', 1, 6).step(1);
74 |
75 | f7.add(vignetteParams, 'offset', 0.0, 1.0).step(0.01);
76 | f7.add(vignetteParams, 'darkness', 0.0, 1.0).step(0.01);
77 |
78 | f8.add(techniColorParams, 'amount', 0.0, 1.0).step(0.01);
79 |
80 | f9.add(sepiaParams, 'amount', 0.0, 1.0).step(0.01);
81 |
82 | f10.add(kaleidoParams, 'sides', 3.0, 32.0).step(1);
83 | f10.add(kaleidoParams, 'angle', 0.0, 6.0).step(0.01);
84 |
85 | var f11 = threeGUI.addFolder('Main Lights and Tone');
86 |
87 | f11.add(lightningParams, 'toneMapping', Object.keys((toneMappingTypes)));
88 | f11.add(lightningParams, 'hemiLightningPower', Object.keys(ambientIlluminance));
89 | f11.add(lightningParams, 'pointLightningPowerA', Object.keys(lmPerWat));
90 | f11.add(lightningParams, 'pointLightningPowerB', Object.keys(lampPower));
91 | f11.add(lightningParams, 'exposure', 0.0, 1.2).step(0.01);
92 | f11.add(lightningParams, 'hemiActive');
93 | f11.add(lightningParams, 'pointActive');
94 | f11.add(lightningParams, 'shadows');
95 |
96 | var f12 = threeGUI.addFolder('Plexus Particles');
97 | f12.add(plexusParams, 'enable');
98 |
99 | var f13 = threeGUI.addFolder('Dancing SpotLights');
100 | f13.add(dancingSpotLightsParams, 'enable');
101 | f13.add(dancingSpotLightsParams, 'helpers').listen();
102 |
103 | threeGUI.close();
104 | }
105 |
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/js/configurestats.js:
--------------------------------------------------------------------------------
1 | function configureStats() {
2 | threeStats.domElement.removeAttribute('style');
3 | threeStats.domElement.style.position = 'absolute';
4 | threeStats.domElement.style.cursor = 'pointer';
5 | threeStats.domElement.style.right = '12px';
6 | threeStats.domElement.style.bottom = '12px';
7 | threeStats.domElement.style.opacity = '0.7';
8 | threeStats.showPanel(0);
9 | statsContainer.appendChild( threeStats.dom );
10 | }
11 |
--------------------------------------------------------------------------------
/js/eventsandhelpers.js:
--------------------------------------------------------------------------------
1 | function addEvent(obj, evt, fn) {
2 | if (obj.addEventListener) {
3 | obj.addEventListener(evt, fn, false);
4 | }
5 | else if (obj.attachEvent) {
6 | obj.attachEvent("on" + evt, fn);
7 | }
8 | }
9 |
10 | function onDocumentMouseMove(event) {
11 | mouseX = ( event.clientX - windowHalfX ) * 10;
12 | mouseY = ( event.clientY - windowHalfY ) * 10;
13 | if (!mouseFocus) mouseFocus = true;
14 | }
15 |
16 | function onWindowResize() {
17 | recalculateDimensions();
18 | }
19 |
20 | function recalculateDimensions() {
21 | width = container.offsetWidth;
22 | height = container.offsetHeight;
23 | depth = height;
24 |
25 | windowHalfX = width / 2;
26 | windowHalfY = height / 2;
27 |
28 | group.width = width;
29 | group.height = height;
30 | group.depth = depth;
31 | group.halfWidth = windowHalfX;
32 | group.halfHeight = windowHalfY;
33 | group.halfDepth = group.halfHeight;
34 |
35 | particlesGroup.halfHeight = group.halfHeight;
36 |
37 | if (safeSet(camera)) {
38 | camera.aspect = width / height;
39 | camera.updateProjectionMatrix();
40 | }
41 |
42 | if (safeSet(renderer)) {
43 | renderer.setSize( width, height );
44 | }
45 |
46 | if (safeSet(composer) && composer.length > 0) {
47 | composer.setSize( width, height );
48 | }
49 |
50 | if (safeSet(effectFXAA)) {
51 | effectFXAA.uniforms[ 'resolution' ].value.set(1 / width, 1 / height);
52 | }
53 | }
54 |
55 | function updateMaterials() {
56 | for (var mat = 0; mat < sceneMaterials.length; mat++) {
57 | sceneMaterials[mat].needsUpdate = true;
58 | }
59 | }
60 |
61 | function changePlexus() {
62 | var newHue = Math.random();
63 | plexusParticles.changeValues(newHue);
64 | }
65 |
66 | function safeSet(varToCheck) {
67 | return (typeof varToCheck !== 'undefined')
68 | }
69 |
70 | function clamp(num, min, max) {
71 | return num <= min ? min : num >= max ? max : num;
72 | }
73 |
74 | function degToRad(degrees) {
75 | return degrees * Math.PI / 180;
76 | }
77 |
78 | function randomRange(min, max) {
79 | return min + Math.random() * (max - min);
80 | }
81 |
82 | function randomInt(min, max) {
83 | return Math.floor(min + Math.random() * (max - min + 1));
84 | }
85 |
86 | function map(value, min1, max1, min2, max2) {
87 | return lerp(TUtil.norm(value, min1, max1), min2, max2);
88 | }
89 |
90 | function lerp(value, min, max) {
91 | return min + (max - min) * value;
92 | }
93 |
94 | function norm(value , min, max) {
95 | return (value - min) / (max - min);
96 | }
97 |
98 | function randomVector3(range) {
99 | return new THREE.Vector3(
100 | randomRange(-range, range),
101 | randomRange(-range, range),
102 | randomRange(-range, range));
103 | }
104 |
105 | function randomVector2(range) {
106 | return new THREE.Vector2(
107 | randomRange(-range, range),
108 | randomRange(-range, range));
109 | }
110 |
111 | function mod(n, m) {
112 | return ((n % m) + m) % m;
113 | }
114 |
115 | function smoothstep(value, min, max ) {
116 | var x = Math.max(0, Math.min(1, (value-min) / (max-min)));
117 | return x * x * (3 - 2 * x);
118 | }
119 |
120 | function sample(ary) {
121 | return ary[randomInt(0,ary.length-1)];
122 | }
123 |
124 | function modWrap(n, m) {
125 | return ((n % m) + m) % m;
126 | }
127 |
--------------------------------------------------------------------------------
/js/flyingdot.js:
--------------------------------------------------------------------------------
1 | var FlyingDot = function() {
2 | var group;
3 | var dot;
4 | var currentPos;
5 | var newPos;
6 | var speedFactor = 0.004;
7 | var lerpTime = 1;
8 | var currentLerpTime = 0;
9 | var tick = 0;
10 |
11 | var particleSystem;
12 | var particlesOptions;
13 | var spawnerOptions;
14 |
15 | var clock = new THREE.Clock();
16 |
17 | this.init = function(parent) {
18 | newPos = currentPos = getRandomPosition();
19 | dot = getBox(5, 5, 5);
20 | dot.position.set(currentPos.x, currentPos.y, currentPos.z);
21 |
22 | particleSystem = new THREE.GPUParticleSystem({
23 | maxParticles: 512000
24 | });
25 |
26 | particlesOptions = {
27 | position: new THREE.Vector3(),
28 | positionRandomness: 1.2,
29 | velocity: new THREE.Vector3(),
30 | velocityRandomness: 3.5,
31 | color: 0x001122,
32 | colorRandomness: 0.7,
33 | turbulence: 1.7,
34 | lifetime: 6,
35 | size: 12,
36 | sizeRandomness: 3
37 | };
38 |
39 | spawnerOptions = {
40 | spawnRate: 150000,
41 | horizontalSpeed: 1.5,
42 | verticalSpeed: 1.33,
43 | timeScale: 1
44 | };
45 |
46 | this.changeDestine();
47 | group = new THREE.Group();
48 | group.add(dot);
49 | group.add(particleSystem);
50 | parent.add(group);
51 | };
52 |
53 | this.changeDestine = function() {
54 | newPos = getRandomPosition();
55 | };
56 |
57 | this.update = function(parent) {
58 |
59 | if (dot.position.distanceTo(newPos) < 1) {
60 |
61 | currentPos = dot.position;
62 | this.changeDestine();
63 | currentLerpTime = 0;
64 | speedFactor = getRandomNumber(0.0016, 0.0040);
65 | }
66 |
67 | currentLerpTime += speedFactor;
68 | currentLerpTime = (currentLerpTime > lerpTime) ? lerpTime : currentLerpTime;
69 |
70 | var perc = smoothStepA(currentLerpTime / lerpTime);
71 |
72 | var newX = lerp(currentPos.x, newPos.x, perc);
73 | var newY = lerp(currentPos.y, newPos.y, perc);
74 | var newZ = lerp(currentPos.z, newPos.z, perc);
75 |
76 | //console.log(parent.mousePositionX);
77 | dot.position.set(newX, newY, newZ);
78 |
79 | dot.rotation.x += 0.02;
80 | dot.rotation.y += 0.10;
81 | dot.rotation.z -= 0.04;
82 |
83 | var delta = clock.getDelta() * spawnerOptions.timeScale;
84 | tick += delta;
85 | if (tick < 0) tick = 0;
86 | if (delta > 0) {
87 | particlesOptions.position.x = dot.position.x;
88 | particlesOptions.position.y = dot.position.y;
89 | particlesOptions.position.z = dot.position.z;
90 | for ( var x = 0; x < spawnerOptions.spawnRate * delta; x++ ) {
91 | particleSystem.spawnParticle( particlesOptions );
92 | }
93 | }
94 | particleSystem.update( tick );
95 | };
96 | };
97 |
98 | function lerp(a, b, t){
99 | return a + (b - a) * t;
100 | }
101 |
102 | function smoothStepA(n) {
103 | return n * n * n * (n * (6 * n - 15) + 10);
104 | }
105 |
106 | function smoothStepB(n) {
107 | return n * n * (3 - 2 * n);
108 | }
109 |
110 | function getBox(w, h, d) {
111 | var geometry = new THREE.BoxGeometry(w, h, d);
112 | var material = new THREE.MeshBasicMaterial({
113 | color: 0xffffff
114 | });
115 | var boxMesh = new THREE.Mesh(geometry, material);
116 | return boxMesh;
117 | }
118 |
119 | function getRandomPosition() {
120 | var x = getRandomNumber(-600, 600);
121 | var y = getRandomNumber(-250, 250);
122 | var z = getRandomNumber(-450, 500);
123 | return new THREE.Vector3(x, y, z);
124 | }
125 |
126 | function getRandomNumber(min, max) {
127 | return Math.random() * (max - min) + min;
128 | }
129 |
--------------------------------------------------------------------------------
/js/main.js:
--------------------------------------------------------------------------------
1 | var camera, scene, renderer, group, disc;
2 | var width, height, depth;
3 | var container, statsContainer;
4 | var threeStats, threeGUI;
5 | var previousTonemap, previousExposure;
6 | var previousShadowMap = false;
7 | var shadersTime = 0.0;
8 | var startTime, elapsedTime;
9 | var composer = {};
10 | var renderPass, effectCopy;
11 | var effectFXAA, effectFilm, effectBloom, rgbShiftShader;
12 | var staticPass, CRTPass, vignettePass, kaleidoShader;
13 | var techniColor, sepiaShader;
14 | var basicLightning, hemiLight, pointLight;
15 | var sceneMaterials = [];
16 | var mouseX = 0;
17 | var mouseY = 0;
18 | var windowHalfX;
19 | var windowHalfY;
20 | var mouseFocus = false;
21 | var cameraMoveFactor = 10;
22 | var particlesGroup;
23 | var spotLightsGroup;
24 | var plexusParticles;
25 | var dancingSpotLights;
26 | var hedron, circle;
27 | var fftSize = 128;
28 | var audioLoader, listener, audio, analyser, uniforms;
29 |
30 | setEvents();
31 | init();
32 | animate();
33 |
34 | function init() {
35 |
36 | startTime = Date.now();
37 | scene = new THREE.Scene();
38 | group = new THREE.Group();
39 | disc = new THREE.Group();
40 | basicLightning = new THREE.Group();
41 | particlesGroup = new THREE.Group();
42 | spotLightsGroup = new THREE.Group();
43 |
44 | container = document.getElementById( 'container' );
45 | statsContainer = document.getElementById( 'stats' );
46 | recalculateDimensions();
47 |
48 | camera = new THREE.PerspectiveCamera( 40, width / height, 1, 7000 );
49 | camera.position.z = 1000;
50 | camera.position.y = 18000;
51 |
52 | audioLoader = new THREE.AudioLoader();
53 | listener = new THREE.AudioListener();
54 |
55 | camera.add(listener);
56 |
57 | audio = new THREE.Audio(listener);
58 |
59 | audioLoader.load('ambientjam.ogg', function(buffer) {
60 | audio.setBuffer(buffer);
61 | audio.setLoop(true);
62 | audio.setVolume(0.7);
63 | audio.play();
64 | } );
65 |
66 | analyser = new THREE.AudioAnalyser(audio, fftSize);
67 |
68 | threeStats = new Stats();
69 | if (safeSet(threeStats)) {
70 | configureStats();
71 | }
72 |
73 | threeGUI = new dat.GUI( { autoplace: false, width: width / 5 } );
74 | if (safeSet(threeGUI)) { configureGUI(); }
75 | var guiContainer = document.getElementById('custom-gui');
76 | guiContainer.appendChild(threeGUI.domElement);
77 |
78 | scene.fog = new THREE.Fog( 0x000000, 1500, 5000 );
79 |
80 | particlesGroup.radius = 512;
81 | particlesGroup.positionY = 0;
82 | plexusParticles = new PlexusParticles();
83 | plexusParticles.init( particlesGroup );
84 | group.add( particlesGroup );
85 |
86 | dancingSpotLights = new SpotLights();
87 | dancingSpotLights.init( spotLightsGroup, 3, 500, 500 );
88 | dancingSpotLights.helpersVisible = dancingSpotLightsParams.helpers;
89 | group.add(spotLightsGroup);
90 | spotLightsGroup.visible = dancingSpotLightsParams.enable;
91 |
92 | renderer = setRenderer();
93 | setPostProcessingChain();
94 | setupBasicLightning();
95 |
96 | group.position.y = -100;
97 | group.add( disc );
98 | group.add( basicLightning );
99 | scene.add( group );
100 |
101 | var hedronGeometry = new THREE.DodecahedronGeometry(30, 0);
102 | var hedronMaterial = new THREE.MeshStandardMaterial({color: 0xFFFFFF});
103 | hedron = new THREE.Mesh(hedronGeometry, hedronMaterial);
104 | hedron.castShadow = true;
105 | hedron.receiveShadow = false;
106 | hedron.position.y = 70;
107 | hedron.updateMatrixWorld();
108 | sceneMaterials.push(hedronMaterial);
109 | group.add(hedron);
110 |
111 | var circleRadius = 500;
112 | var texture = new THREE.TextureLoader().load('vinyl_texture.png');
113 | var circleGeometry = new THREE.CircleGeometry(circleRadius, 128);
114 | var circleMaterial = new THREE.MeshStandardMaterial({
115 | color: 0xFFFFFF,
116 | metalness: 0,
117 | map: texture
118 | });
119 | circleMaterial.side = THREE.DoubleSide;
120 | circle = new THREE.Mesh(circleGeometry, circleMaterial);
121 | circle.castShadow = false;
122 | circle.receiveShadow = true;
123 | circle.rotation.x = degToRad(90);
124 | circle.position.set(0, -10, 0);
125 | circle.updateMatrixWorld();
126 | sceneMaterials.push(circleMaterial);
127 | disc.add(circle);
128 |
129 | container.appendChild( renderer.domElement );
130 | window.addEventListener( 'resize', onWindowResize, false );
131 | }
132 |
133 | function setupBasicLightning() {
134 | hemiLight = new THREE.HemisphereLight( 0xDDDDFF, 0xDDDDFF, 0.02 );
135 | hemiLight.intensity = ambientIlluminance[lightningParams.hemiLightningPower];
136 | hemiLight.position.set(0, height / 2.5, 0);
137 | hemiLight.visible = lightningParams.hemiActive;
138 | basicLightning.add(hemiLight);
139 |
140 | var pointLightGeometry = new THREE.DodecahedronGeometry(7, 0);
141 | var pointLightMaterial = new THREE.MeshStandardMaterial({
142 | emissive: 0x4477FF,
143 | emissiveIntensity: 2,
144 | color: 0xFFFFFF
145 | });
146 |
147 | pointLight = new THREE.SpotLight(0x4477FF, 2);
148 | pointLight.castShadow = true;
149 | pointLight.angle = 0.8;
150 | pointLight.penumbra = 0.8;
151 | pointLight.decay = 2;
152 | pointLight.distance = 800;
153 | pointLight.shadow.mapSize.width = 1024;
154 | pointLight.shadow.mapSize.height = 1024;
155 | pointLight.add(new THREE.Mesh(pointLightGeometry, pointLightMaterial));
156 | pointLight.updateMatrixWorld();
157 | pointLight.castShadow = true;
158 | pointLight.intensity = lmPerWat[lightningParams.pointLightningPowerA] *
159 | lampPower[lightningParams.pointLightningPowerB];
160 | pointLight.position.set(0, height / 3, 0);
161 | pointLight.visible = lightningParams.pointActive;
162 | basicLightning.add(pointLight);
163 | }
164 |
165 | function animate() {
166 | updateShadersAndLights();
167 | updatePlexusParticles();
168 | updateDancingSpotLights();
169 | updateHedron();
170 | updateCameraPosition();
171 | requestAnimationFrame( animate );
172 | analyser.getFrequencyData();
173 | if (switchStats.enableStats) {
174 | threeStats.domElement.style.visibility = 'visible';
175 | updateStats();
176 | } else {
177 | threeStats.domElement.style.visibility = 'hidden';
178 | }
179 | composer.render();
180 | }
181 |
182 | function updateShadersAndLights() {
183 | shadersTime += 0.01;
184 |
185 | staticPass.uniforms[ 'time' ].value = shadersTime;
186 | CRTPass.uniforms[ 'time' ].value = shadersTime;
187 |
188 | if (lightningParams.exposure !== previousExposure) {
189 | renderer.toneMappingExposure = Math.pow(lightningParams.exposure, 5.0);
190 | previousExposure = lightningParams.exposure;
191 | }
192 |
193 | renderer.shadowMap.enabled = lightningParams.shadows;
194 | renderer.toneMapping = toneMappingTypes[lightningParams.toneMapping];
195 |
196 | if (shadersParams.globalSwitch) {
197 | effectFXAA.enabled = shadersParams.effectFXAA;
198 | effectFilm.enabled = shadersParams.effectFilm;
199 | effectBloom.enabled = shadersParams.effectBloom;
200 | CRTPass.enabled = shadersParams.CRTPass;
201 | rgbShiftShader.enabled = shadersParams.rgbShiftShader;
202 | staticPass.enabled = shadersParams.staticPass;
203 | vignettePass.enabled = shadersParams.vignettePass;
204 | kaleidoShader.enabled = shadersParams.kaleidoShader;
205 | techniColor.enabled = shadersParams.techniColor;
206 | sepiaShader.enabled = shadersParams.sepiaShader;
207 | } else {
208 | effectFXAA.enabled = false;
209 | effectFilm.enabled = false;
210 | effectBloom.enabled = false;
211 | CRTPass.enabled = false;
212 | rgbShiftShader.enabled = false;
213 | staticPass.enabled = false;
214 | vignettePass.enabled = false;
215 | techniColor.enabled = false;
216 | sepiaShader.enabled = false;
217 | kaleidoShader.enabled = false;
218 | }
219 |
220 | effectFilm.uniforms.nIntensity.value = filmParams.noiseIntensity;
221 | effectFilm.uniforms.sIntensity.value = filmParams.scanLinesIntensity;
222 | effectFilm.uniforms.sCount.value = filmParams.scanLinesCount;
223 | effectFilm.uniforms.grayscale.value = filmParams.grayScale ? 1 : 0;
224 | effectBloom.copyUniforms.opacity.value = bloomParams.strength;
225 | effectBloom.kernelSize = bloomParams.kernelSize;
226 | effectBloom.sigma = bloomParams.sigma;
227 | effectBloom.resolution = bloomParams.resolution;
228 | CRTPass.uniforms[ 'distortion' ].value = CRTParams.distortion1;
229 | CRTPass.uniforms[ 'distortion2' ].value = CRTParams.distortion2;
230 | CRTPass.uniforms[ 'speed' ].value = CRTParams.speed;
231 | CRTPass.uniforms[ 'rollSpeed' ].value = CRTParams.rollSpeed;
232 | rgbShiftShader.uniforms[ 'amount' ].value = rgbShiftParams.amount;
233 | rgbShiftShader.uniforms[ 'angle' ].value = rgbShiftParams.angle;
234 | staticPass.uniforms[ 'amount' ].value = staticParams.amount;
235 | staticPass.uniforms[ 'size' ].value = staticParams.size;
236 | vignettePass.uniforms[ 'offset' ].value = vignetteParams.offset;
237 | vignettePass.uniforms[ 'darkness' ].value = vignetteParams.darkness;
238 | techniColor.uniforms[ 'amount' ].value = techniColorParams.amount;
239 | sepiaShader.uniforms[ 'amount' ].value = sepiaParams.amount;
240 | kaleidoShader.uniforms[ "sides" ].value = kaleidoParams.sides;
241 | kaleidoShader.uniforms[ "angle" ].value = kaleidoParams.angle;
242 |
243 | if (lightningParams.shadows !== previousShadowMap) {
244 | updateMaterials();
245 | previousShadowMap = lightningParams.shadows;
246 | }
247 |
248 | if (lightningParams.toneMapping !== previousTonemap) {
249 | updateMaterials();
250 | previousTonemap = lightningParams.toneMapping;
251 | }
252 |
253 | hemiLight.intensity = ambientIlluminance[lightningParams.hemiLightningPower];
254 | pointLight.intensity = lmPerWat[lightningParams.pointLightningPowerA] *
255 | lampPower[lightningParams.pointLightningPowerB];
256 |
257 | hemiLight.visible = lightningParams.hemiActive;
258 | pointLight.visible = lightningParams.pointActive;
259 | }
260 |
261 | function updatePlexusParticles() {
262 | if (plexusParams.enable) {
263 | particlesGroup.visible = true;
264 | plexusParticles.update(particlesGroup);
265 | } else {
266 | particlesGroup.visible = false;
267 | }
268 | }
269 |
270 | function updateDancingSpotLights() {
271 | if (dancingSpotLightsParams.enable) {
272 | spotLightsGroup.visible = true;
273 | dancingSpotLights.helpersVisible = dancingSpotLightsParams.helpers;
274 | dancingSpotLights.update(spotLightsGroup);
275 | } else {
276 | dancingSpotLightsParams.helpers = false;
277 | spotLightsGroup.visible = false;
278 | }
279 | }
280 |
281 | function updateHedron() {
282 | hedron.rotation.x += 0.05;
283 | if (hedron.rotation.x >= 360) { hedron.rotation.x = 0; }
284 |
285 | hedron.rotation.y += 0.01;
286 | if (hedron.rotation.y >= 360) { hedron.rotation.y = 0; }
287 | }
288 |
289 | function updateCameraPosition() {
290 | group.mousePositionX = mouseX / 10;
291 | group.mousePositionY = mouseY / 10;
292 |
293 | camera.position.x += ( (mouseX / cameraMoveFactor) - camera.position.x ) * .025;
294 | camera.position.y += ( - (mouseY / (cameraMoveFactor / 2)) - camera.position.y ) * .025;
295 | camera.position.y = clamp(camera.position.y, 130, 50000);
296 | camera.position.z = 1000;
297 | camera.lookAt( scene.position );
298 |
299 | if (shadersParams.CRTPass || shadersParams.rgbShiftShader) {
300 |
301 | var absMouseX = Math.abs(group.mousePositionX);
302 | var absMouseY = Math.abs(group.mousePositionY);
303 | var distortFactor = Math.max(absMouseX, absMouseY);
304 | var distortThreshold = 80.0;
305 |
306 | particlesGroup.rotation.y += 0.005 + ((analyser.data[12] / 168.0) / 100);
307 | disc.rotation.y += 0.02;
308 |
309 | var distortFactorB = (analyser.data[21] <= distortThreshold) ? analyser.data[21] / 1.7 : analyser.data[21];
310 | CRTPass.uniforms[ 'distortion2' ].value += distortFactorB / 50;
311 | if (shadersParams.CRTPass) {
312 | CRTPass.uniforms[ 'distortion' ].value += distortFactor / 1200.;
313 | }
314 | if (shadersParams.rgbShiftShader) {
315 | rgbShiftShader.uniforms[ 'amount' ].value += distortFactorB / 32000;
316 | }
317 |
318 | if (analyser.data[21] >= 130.0) {
319 | changePlexus();
320 | }
321 | }
322 | }
323 |
324 | function updateStats() {
325 | if (safeSet(threeStats))
326 | {
327 | threeStats.update();
328 | }
329 | }
330 |
331 | function setEvents() {
332 | addEvent(window,"load",function(e) {
333 | e.parent = null;
334 | addEvent(document, "mouseout", function(e) {
335 | e = e ? e : window.event;
336 | var from = e.relatedTarget || e.toElement;
337 | if (!from || from.nodeName === "HTML") {
338 | mouseFocus = false;
339 | }
340 | });
341 | });
342 |
343 | addEvent(document, "mousemove", onDocumentMouseMove);
344 | }
345 |
346 | function render() {
347 | renderer.render( scene, camera );
348 | }
349 |
--------------------------------------------------------------------------------
/js/plexusparticles.js:
--------------------------------------------------------------------------------
1 | var PlexusParticles = function() {
2 | var radius;
3 | var positionY;
4 |
5 | var group;
6 | var particlesData = [];
7 | var positions, colors;
8 | var particles;
9 | var particlePositions;
10 | var pointCloud;
11 | var linesMesh;
12 | var lineColor;
13 |
14 | var limitConnections = true;
15 | var maxConnections = 3;
16 | var minDistance = 130;
17 | var maxParticleCount = 120;
18 | var particleCount = 120;
19 |
20 | this.init = function(parent) {
21 |
22 | radius = parent.radius;
23 | positionY = parent.positionY;
24 |
25 | lineColor = new THREE.Color();
26 | lineColor.setHSL(0.621212, 0.63, 1);
27 |
28 | var particleMaterial = new THREE.PointsMaterial( {
29 | color: 0xFFFFFF,
30 | size: 2,
31 | blending: THREE.AdditiveBlending,
32 | transparent: true,
33 | sizeAttenuation: false
34 | } );
35 |
36 | var lineMaterial = new THREE.LineBasicMaterial( {
37 | color: lineColor,
38 | linewidth: 1,
39 | vertexColors: THREE.AdditiveBlending,
40 | blending: THREE.NormalBlending,
41 | transparent: true
42 | } );
43 |
44 | var segments = maxParticleCount * maxParticleCount;
45 |
46 | positions = new Float32Array( segments * 3 );
47 | colors = new Float32Array( segments * 3 );
48 |
49 | particles = new THREE.BufferGeometry();
50 | particlePositions = new Float32Array( maxParticleCount * 3 );
51 |
52 | for ( var i = 0; i < maxParticleCount; i++ ) {
53 |
54 | var posXYZ = getPointInsideCircle(radius, positionY);
55 | particlePositions[ i * 3 ] = posXYZ[0];
56 | particlePositions[ i * 3 + 1 ] = posXYZ[1];
57 | particlePositions[ i * 3 + 2 ] = posXYZ[2];
58 |
59 | var velY = 0.21 + Math.abs(Math.random() * 2);
60 |
61 | particlesData.push( {
62 | velocityY: velY,
63 | numConnections: 0
64 | } );
65 | }
66 |
67 | particles.setDrawRange( 0, particleCount );
68 | particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ).setDynamic( true ) );
69 |
70 | var geometry = new THREE.BufferGeometry();
71 | geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).setDynamic( true ) );
72 | geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).setDynamic( true ) );
73 | geometry.computeBoundingSphere();
74 | geometry.setDrawRange( 0, 0 );
75 |
76 | pointCloud = new THREE.Points( particles, particleMaterial );
77 |
78 | linesMesh = new THREE.LineSegments( geometry, lineMaterial );
79 | linesMesh.castShadow = false;
80 | linesMesh.receiveShadow = false;
81 |
82 | group = new THREE.Group();
83 | group.add( pointCloud );
84 | group.add( linesMesh );
85 | parent.add( group );
86 | };
87 |
88 | this.update = function(parent) {
89 |
90 | var h = parent.halfHeight;
91 |
92 | var vertexPosition = 0;
93 | var colorPosition = 0;
94 | var numConnected = 0;
95 |
96 | for ( var c = 0; c < particleCount; c++ )
97 | particlesData[ c ].numConnections = 0;
98 |
99 | for ( var i = 0; i < particleCount; i++ ) {
100 |
101 | particlePositions[ i * 3 + 1 ] += particlesData[i].velocityY;
102 |
103 | if ( particlePositions[ i * 3 + 1 ] > h ) {
104 | var posXYZ = getPointInsideCircle(radius, positionY);
105 | particlesData[i].velocityY = 0.21 + Math.abs(Math.random() * 2);
106 | particlePositions[ i * 3] = posXYZ[0];
107 | particlePositions[ i * 3 + 1 ] = posXYZ[1];
108 | particlePositions[ i * 3 + 2 ] = posXYZ[2];
109 | }
110 |
111 | if ( limitConnections && particlesData[i].numConnections >= maxConnections )
112 | continue;
113 |
114 | for ( var j = i + 1; j < particleCount; j++ ) {
115 |
116 | var particleDataB = particlesData[ j ];
117 | if ( limitConnections && particleDataB.numConnections >= maxConnections )
118 | continue;
119 |
120 | var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
121 | var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
122 | var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
123 | var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
124 |
125 | if ( dist < minDistance ) {
126 |
127 | particlesData[i].numConnections++;
128 | particleDataB.numConnections++;
129 |
130 | var alpha = 1.0 - dist / minDistance;
131 |
132 | positions[ vertexPosition++ ] = particlePositions[ i * 3 ];
133 | positions[ vertexPosition++ ] = particlePositions[ i * 3 + 1 ];
134 | positions[ vertexPosition++ ] = particlePositions[ i * 3 + 2 ];
135 |
136 | positions[ vertexPosition++ ] = particlePositions[ j * 3 ];
137 | positions[ vertexPosition++ ] = particlePositions[ j * 3 + 1 ];
138 | positions[ vertexPosition++ ] = particlePositions[ j * 3 + 2 ];
139 |
140 | colors[ colorPosition++ ] = alpha;
141 | colors[ colorPosition++ ] = alpha;
142 | colors[ colorPosition++ ] = alpha;
143 |
144 | colors[ colorPosition++ ] = alpha;
145 | colors[ colorPosition++ ] = alpha;
146 | colors[ colorPosition++ ] = alpha;
147 |
148 | numConnected++;
149 | }
150 | }
151 | }
152 |
153 | linesMesh.geometry.setDrawRange( 0, numConnected * 2 );
154 | linesMesh.geometry.attributes.position.needsUpdate = true;
155 | linesMesh.geometry.attributes.color.needsUpdate = true;
156 | pointCloud.geometry.attributes.position.needsUpdate = true;
157 | };
158 |
159 | this.changeValues = function(value) {
160 | var newColor = new THREE.Color();
161 | newColor.setHSL(value, 1, 0.63);
162 | linesMesh.material.color = newColor;
163 | };
164 | };
165 |
166 | function getPointInsideCircle(radius, yPos) {
167 | var dotAngle = Math.random() * 2 * Math.PI;
168 | var dotRadiusSq = Math.random() * radius * radius;
169 | var dotX = Math.sqrt(dotRadiusSq) * Math.cos(dotAngle);
170 | var dotZ = Math.sqrt(dotRadiusSq) * Math.sin(dotAngle);
171 | return [dotX, yPos, dotZ];
172 | }
173 |
--------------------------------------------------------------------------------
/js/setpostprocessingchain.js:
--------------------------------------------------------------------------------
1 | function setPostProcessingChain() {
2 | composer = new THREE.EffectComposer( renderer );
3 | renderPass = new THREE.RenderPass( scene, camera );
4 | effectCopy = new THREE.ShaderPass( THREE.CopyShader );
5 | effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
6 |
7 | effectFXAA.uniforms[ 'resolution' ].value.set(1 / width, 1 / height);
8 |
9 | effectFilm = new THREE.FilmPass(
10 | filmParams.noiseIntensity,
11 | filmParams.scanLinesIntensity,
12 | filmParams.scanLinesCount,
13 | filmParams.grayScale );
14 |
15 | effectBloom = new THREE.BloomPass(
16 | bloomParams.strength,
17 | bloomParams.kernelSize,
18 | bloomParams.sigma,
19 | bloomParams.resolution );
20 |
21 | CRTPass = new THREE.ShaderPass( THREE.CRTShader );
22 | CRTPass.uniforms[ 'time' ].value = CRTParams.time;
23 | CRTPass.uniforms[ 'distortion' ].value = CRTParams.distortion1;
24 | CRTPass.uniforms[ 'distortion2' ].value = CRTParams.distortion2;
25 | CRTPass.uniforms[ 'speed' ].value = CRTParams.speed;
26 | CRTPass.uniforms[ 'rollSpeed' ].value = CRTParams.rollSpeed;
27 |
28 | rgbShiftShader = new THREE.ShaderPass( THREE.RGBShiftShader );
29 | rgbShiftShader.uniforms[ 'amount' ].value = rgbShiftParams.amount;
30 | rgbShiftShader.uniforms[ 'angle' ].value = rgbShiftParams.angle;
31 |
32 | staticPass = new THREE.ShaderPass( THREE.StaticShader );
33 | staticPass.uniforms[ 'time' ].value = staticParams.time;
34 | staticPass.uniforms[ 'amount' ].value = staticParams.amount;
35 | staticPass.uniforms[ 'size' ].value = staticParams.size;
36 |
37 | vignettePass = new THREE.ShaderPass( THREE.VignetteShader );
38 | vignettePass.uniforms[ "offset" ].value = vignetteParams.offset;
39 | vignettePass.uniforms[ "darkness" ].value = vignetteParams.darkness;
40 |
41 | techniColor = new THREE.ShaderPass( THREE.TechnicolorShader );
42 | techniColor.uniforms[ 'amount' ].value = techniColorParams.amount;
43 |
44 | sepiaShader = new THREE.ShaderPass( THREE.SepiaShader );
45 | sepiaShader.uniforms[ "amount" ].value = sepiaParams.amount;
46 |
47 | kaleidoShader = new THREE.ShaderPass( THREE.KaleidoShader );
48 | kaleidoShader.uniforms[ "sides" ].value = kaleidoParams.sides;
49 | kaleidoShader.uniforms[ "angle" ].value = kaleidoParams.angle;
50 |
51 | effectFXAA.renderToScreen = false;
52 | effectFilm.renderToScreen = false;
53 | effectBloom.renderToScreen = false;
54 | CRTPass.renderToScreen = false;
55 | rgbShiftShader.renderToScreen = false;
56 | staticPass.renderToScreen = false;
57 | vignettePass.renderToScreen = false;
58 | techniColor.renderToScreen = false;
59 | sepiaShader.renderToScreen = false;
60 | kaleidoShader.renderToScreen = false;
61 | effectCopy.renderToScreen = true;
62 |
63 | if (shadersParams.globalSwitch) {
64 | effectFXAA.enabled = shadersParams.effectFXAA;
65 | effectFilm.enabled = shadersParams.effectFilm;
66 | effectBloom.enabled = shadersParams.effectBloom;
67 | CRTPass.enabled = shadersParams.CRTPass;
68 | rgbShiftShader.enabled = shadersParams.rgbShiftShader;
69 | staticPass.enabled = shadersParams.staticPass;
70 | vignettePass.enabled = shadersParams.vignettePass;
71 | techniColor.enabled = shadersParams.techniColor;
72 | sepiaShader.enabled = shadersParams.sepiaShader;
73 | kaleidoShader.enabled = shadersParams.kaleidoShader;
74 | } else {
75 | effectFXAA.enabled = false;
76 | effectFilm.enabled = false;
77 | effectBloom.enabled = false;
78 | CRTPass.enabled = false;
79 | rgbShiftShader.enabled = false;
80 | staticPass.enabled = false;
81 | vignettePass.enabled = false;
82 | techniColor.enabled = false;
83 | sepiaShader.enabled = false;
84 | kaleidoShader.enabled = false;
85 | }
86 |
87 | composer.addPass( renderPass );
88 | composer.addPass( effectFXAA );
89 | composer.addPass( effectFilm );
90 | composer.addPass( effectBloom );
91 | composer.addPass( CRTPass );
92 | composer.addPass( rgbShiftShader );
93 | composer.addPass( staticPass );
94 | composer.addPass( vignettePass );
95 | composer.addPass( techniColor );
96 | composer.addPass( sepiaShader );
97 | composer.addPass( kaleidoShader );
98 | composer.addPass( effectCopy );
99 | }
100 |
--------------------------------------------------------------------------------
/js/setrenderer.js:
--------------------------------------------------------------------------------
1 | function setRenderer() {
2 | var sceneRenderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
3 | sceneRenderer.setClearColor(0x000000, 0.0);
4 | sceneRenderer.setPixelRatio( window.devicePixelRatio );
5 | sceneRenderer.setSize( width, height );
6 | sceneRenderer.shadowMap.type = THREE.PCFSoftShadowMap;
7 | sceneRenderer.shadowMap.enabled = true;
8 | sceneRenderer.toneMapping = toneMappingTypes[lightningParams.toneMapping];
9 | sceneRenderer.gammaInput = true;
10 | sceneRenderer.gammaOutput = true;
11 | sceneRenderer.autoClear = false;
12 |
13 | previousTonemap = sceneRenderer.toneMapping;
14 | previousExposure = Math.pow(lightningParams.exposure, 5.0);
15 |
16 | return sceneRenderer;
17 | }
18 |
--------------------------------------------------------------------------------
/js/settings.js:
--------------------------------------------------------------------------------
1 | var switchStats = {
2 | "enableStats" : true
3 | };
4 |
5 | var lmPerWat = {
6 | "Incandescent Bulb" : 15,
7 | "Halogen Lamp" : 20,
8 | "Fluorescent Lamp" : 60,
9 | "LED Lamp" : 90
10 | };
11 |
12 | var lampPower = {
13 | "Off" : 0,
14 | "0.1W" : 0.1,
15 | "0.25W" : 0.25,
16 | "0.5W" : 0.5,
17 | "1W" : 1,
18 | "2W" : 2,
19 | "4W" : 4,
20 | "8W" : 8,
21 | "10W" : 10,
22 | "15W" : 15,
23 | "20W" : 20,
24 | "50W" : 50,
25 | "100W" : 100,
26 | "150W" : 150,
27 | "200W" : 200,
28 | "250W" : 250,
29 | "300W" : 300,
30 | "350W" : 350,
31 | "500W" : 500,
32 | "1000W" : 1000
33 | };
34 |
35 | var ambientIlluminance = {
36 | "0.0001 lx | Moonless, overcast night sky (starlight)(MoonlessNight)" : 0.0001,
37 | "0.002 lx | Moonless clear night sky with airglow" : 0.002,
38 | "0.004 lx | WaningCrescent Moon night sky with airglow" : 0.004,
39 | "0.008 lx | LastQuarter Moon night sky with airglow" : 0.008,
40 | "0.016 lx | LastQuarter Moon night Clear sky with airglow" : 0.016,
41 | "0.25 lx | Waning Gibbous Moon night sky with airglow" : 0.25,
42 | "0.5 lx | Full Moon night sky with airglow" : 0.5,
43 | "3.4 lx | Civil twilight under a clear sky" : 3.4,
44 | "35 lx | Public areas with dark surroundings" : 35,
45 | "50 lx | Family living room lights (Australia, 1998)" : 50,
46 | "80 lx | Office building hallway/toilet lighting" : 80,
47 | "100 lx | Very dark overcast day" : 100,
48 | "150 lx | Train station platforms" : 150,
49 | "350 lx | Typical Office Room lightning" : 350,
50 | "400 lx | Sunrise / Sunset on a clear day" : 400,
51 | "1000 lx | TV Studio Lightning / Overcast day" : 1000,
52 | "18000 lx | Full Daylight with Indirect Sun" : 18000,
53 | "50000 lx | Direct Sunlight at midday" : 50000
54 | };
55 |
56 | var toneMappingTypes = {
57 | "None" : THREE.NoToneMapping,
58 | "Linear" : THREE.LinearToneMapping,
59 | "Reinhard" : THREE.ReinhardToneMapping,
60 | "Uncharted2" : THREE.Uncharted2ToneMapping,
61 | "Cineon" : THREE.CineonToneMapping
62 | };
63 |
64 | var lightningParams = {
65 | toneMapping : Object.keys(toneMappingTypes)[3],
66 | hemiLightningPower : Object.keys(ambientIlluminance)[3],
67 | pointLightningPowerA : Object.keys(lmPerWat)[0],
68 | pointLightningPowerB : Object.keys(lampPower)[3],
69 | exposure : 1.0,
70 | shadows : true,
71 | hemiActive : true,
72 | pointActive : true
73 | };
74 |
75 | var shadersParams = {
76 | globalSwitch : true,
77 | effectFXAA : false,
78 | effectFilm : true,
79 | effectBloom : true,
80 | CRTPass : true,
81 | rgbShiftShader : true,
82 | staticPass : true,
83 | vignettePass : true,
84 | techniColor : false,
85 | sepiaShader : false,
86 | kaleidoShader : false
87 | };
88 |
89 | var filmParams = {
90 | noiseIntensity : 0.50,
91 | scanLinesIntensity : 0.21,
92 | scanLinesCount : 2160,
93 | grayScale : false
94 | };
95 |
96 | var bloomParams = {
97 | strength : 0.6,
98 | kernelSize : 25,
99 | sigma : 4.0,
100 | resolution : 256
101 | };
102 |
103 | var CRTParams = {
104 | time : 0,
105 | distortion1 : 1.12,
106 | distortion2 : 0.21,
107 | speed : 0.12,
108 | rollSpeed : 0.00
109 | };
110 |
111 | var rgbShiftParams = {
112 | amount : 0.0012,
113 | angle : 1.7
114 | };
115 |
116 | var staticParams = {
117 | time : 0,
118 | amount : 0.08,
119 | size : 1.0
120 | };
121 |
122 | var vignetteParams = {
123 | offset : 0.6,
124 | darkness : 0.6
125 | };
126 |
127 | var techniColorParams = {
128 | amount : 0.3
129 | };
130 |
131 | var sepiaParams = {
132 | amount : 0.21
133 | };
134 |
135 | var kaleidoParams = {
136 | sides : 12.0,
137 | angle : 0.0
138 | };
139 |
140 | var plexusParams = {
141 | enable : true
142 | };
143 |
144 | var dancingSpotLightsParams = {
145 | enable : true,
146 | helpers : false
147 | };
148 |
--------------------------------------------------------------------------------
/js/spotlights.js:
--------------------------------------------------------------------------------
1 | var SpotLights = function() {
2 |
3 | var xRadius, zRadius, yPos;
4 | var spotLights;
5 | var spotHelpers;
6 | var positions = [];
7 | var spotBasicColors = [ 0xFF0000, 0x00FF00, 0x0000FF,
8 | 0xFFFF00, 0x00FFFF, 0xFF00FF];
9 | var mainTarget;
10 | var previousTarget;
11 |
12 | var helpersVisible = false;
13 | var previousHelpersState;
14 |
15 | var waveTarget;
16 | var waveRotationSpeed = 0.001;
17 | var waveModulationSpeed = 0.003;
18 |
19 | var waveHeight = 100;
20 |
21 | var spotIntensity = 2;
22 | var spotAngle = 0.5;
23 | var spotPenumbra = 0.5;
24 | var spotDecay = 3;
25 | var spotDistance = 1500;
26 | var spotWShadowRes = 1024;
27 | var spotHShadowRes = 1024;
28 |
29 | this.init = function(parent, numberOfSpots, initialRadiusX, initialRadiusZ) {
30 |
31 | spotLights = new THREE.Group();
32 | spotLights.name = "spotLights";
33 |
34 | spotHelpers = new THREE.Group();
35 | spotHelpers.name = "spotHelpers";
36 | previousHelpersState = false;
37 |
38 | xRadius = initialRadiusX;
39 | zRadius = initialRadiusZ;
40 | yPos = parent.position.y + 250;
41 |
42 | waveTarget = true;
43 | mainTarget = this.createSimpleSpotsTarget(
44 | parent.position.x,
45 | parent.position.y,
46 | parent.position.z);
47 | mainTarget.updateMatrixWorld();
48 | spotHelpers.add(mainTarget);
49 | previousTarget = mainTarget;
50 |
51 | positions = this.evenInCircle(xRadius, zRadius, yPos, numberOfSpots);
52 |
53 | for (var l = 0; l < numberOfSpots; l++) {
54 |
55 | var spot = this.createSpotLight(spotBasicColors[l], mainTarget);
56 | spot.name = "spotLight" + l;
57 |
58 | var spotHelper = new THREE.SpotLightHelper(spot);
59 | spotHelper.name = "spotHelper" + l;
60 |
61 | spot.position.set(
62 | positions[l][0],
63 | positions[l][1],
64 | positions[l][2]);
65 |
66 | spotHelper.update();
67 | spotLights.add(spot);
68 | spotHelpers.add(spotHelper);
69 | spotHelpers.visible = helpersVisible;
70 |
71 |
72 | }
73 | parent.add(spotLights);
74 | parent.add(spotHelpers);
75 | };
76 |
77 | this.update = function(parent) {
78 | if (safeSet(waveTarget) && waveTarget === true) {
79 | var t = Date.now() * waveRotationSpeed;
80 | var t2 = Date.now() * waveModulationSpeed;
81 | var tSin = Math.sin(t);
82 | var tCos = Math.cos(t);
83 | var tSinB = Math.sin(t2);
84 |
85 | mainTarget.position.x = tSin * (xRadius / 1.5);
86 | mainTarget.position.z = tCos * (zRadius / 1.5);
87 | mainTarget.position.y = waveHeight + (tSinB * waveHeight);
88 |
89 | }
90 |
91 | if (safeSet(mainTarget) && previousTarget !== mainTarget) {
92 | mainTarget.updateMatrixWorld();
93 | for (var spot = 0; spot < spotLights.children.length; spot++) {
94 | console.log(spot);
95 | spotLights.children[spot].target = mainTarget;
96 | spotLights.children[spot].material.update();
97 | }
98 | }
99 |
100 | if (previousHelpersState !== this.helpersVisible) {
101 | previousHelpersState = this.helpersVisible;
102 | spotHelpers.visible = this.helpersVisible;
103 | }
104 | if (this.helpersVisible) {
105 | for (var s = 0; s <= spotLights.children.length; s++) {
106 | if (spotHelpers.children[s].type !== "Mesh") {
107 | spotHelpers.children[s].update();
108 | }
109 | }
110 | }
111 | };
112 |
113 | this.createSpotLight = function(color, target) {
114 |
115 | var newSpot = new THREE.SpotLight(color, 1);
116 | // var newSpotGeometry = new THREE.SphereGeometry(5, 8, 6);
117 | // var newSpotMaterial = new THREE.MeshLambertMaterial({
118 | // color: color,
119 | // emissive: color,
120 | // emissiveIntensity: 8
121 | // });
122 | //
123 | // var newSpotMesh = new THREE.Mesh(newSpotGeometry, newSpotMaterial);
124 | // newSpot.add(newSpotMesh);
125 |
126 | newSpot.intensity = spotIntensity;
127 | newSpot.angle = spotAngle;
128 | newSpot.penumbra = spotPenumbra;
129 | newSpot.decay = spotDecay;
130 | newSpot.distance = spotDistance;
131 | newSpot.shadow.mapSize.width = spotWShadowRes;
132 | newSpot.shadow.mapSize.height = spotHShadowRes;
133 | newSpot.castShadow = true;
134 | newSpot.target = target;
135 |
136 | return newSpot;
137 | };
138 |
139 | this.evenInCircle = function(radiusX, radiusZ, positionY, points) {
140 | var positions = [];
141 | for (var point = 0; point <= points; point++) {
142 | var p = point / points;
143 | var angle = p * Math.PI * 2;
144 | var x = Math.sin(angle) * radiusX;
145 | var y = positionY;
146 | var z = Math.cos(angle) * radiusZ;
147 | positions.push([x, y, z]);
148 | }
149 | return positions;
150 | };
151 |
152 | this.createSimpleSpotsTarget = function(posX, posY, posZ) {
153 | var targetGeometry = new THREE.BoxBufferGeometry(10, 10, 10);
154 | var targetMaterial = new THREE.MeshBasicMaterial( {color: 0xFFFFFF} );
155 | var target = new THREE.Mesh(targetGeometry, targetMaterial);
156 | target.position.set(posX, posY, posZ);
157 | target.updateMatrixWorld();
158 | return target;
159 | };
160 |
161 | this.createComplexSpotsTarget = function(posX, posY, posZ) {
162 | var targetGeometry = new THREE.BoxBufferGeometry(1, 1, 1);
163 | var targetMaterial = new THREE.MeshStandardMaterial({
164 | color: 0xFFFFFF,
165 | emissive: 0xFFFFFF,
166 | emissiveIntensity: 2
167 | });
168 | var targetLight = new THREE.PointLight(0xFFFFFF, 1.0, 150, 2);
169 | targetLight.add(new THREE.Mesh(targetGeometry, targetMaterial));
170 | targetLight.position.set(posX, posY, posZ);
171 | targetLight.updateMatrixWorld();
172 | targetLight.castShadow = true;
173 | targetLight.receiveShadow = false;
174 | return targetLight;
175 | };
176 | };
177 |
178 | function safeSet(varToCheck) {
179 | return (typeof varToCheck !== 'undefined')
180 | }
181 |
182 | function safeAdd(parent, object) {
183 | if (safeSet(object) && !parent.getElementsByName(object.name)) {
184 | parent.add(object);
185 | }
186 | }
187 |
188 | function safeRemove(parent, object) {
189 | if (safeSet(object) && parent.getElementsByName(object.name)) {
190 | parent.remove(object);
191 | }
192 | }
193 |
--------------------------------------------------------------------------------
/lib/dat.gui.min.js:
--------------------------------------------------------------------------------
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/lib/shaders/BloomPass.js:
--------------------------------------------------------------------------------
1 | THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
2 |
3 | THREE.Pass.call( this );
4 |
5 | strength = ( strength !== undefined ) ? strength : 1;
6 | kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
7 | sigma = ( sigma !== undefined ) ? sigma : 4.0;
8 | resolution = ( resolution !== undefined ) ? resolution : 256;
9 |
10 | // render targets
11 |
12 | var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
13 |
14 | this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
15 | this.renderTargetX.texture.name = "BloomPass.x";
16 | this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
17 | this.renderTargetY.texture.name = "BloomPass.y";
18 |
19 | // copy material
20 |
21 | if ( THREE.CopyShader === undefined )
22 | console.error( "THREE.BloomPass relies on THREE.CopyShader" );
23 |
24 | var copyShader = THREE.CopyShader;
25 |
26 | this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
27 |
28 | this.copyUniforms[ "opacity" ].value = strength;
29 |
30 | this.materialCopy = new THREE.ShaderMaterial( {
31 |
32 | uniforms: this.copyUniforms,
33 | vertexShader: copyShader.vertexShader,
34 | fragmentShader: copyShader.fragmentShader,
35 | blending: THREE.AdditiveBlending,
36 | transparent: true
37 |
38 | } );
39 |
40 | // convolution material
41 |
42 | if ( THREE.ConvolutionShader === undefined )
43 | console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
44 |
45 | var convolutionShader = THREE.ConvolutionShader;
46 |
47 | this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
48 |
49 | this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
50 | this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
51 |
52 | this.materialConvolution = new THREE.ShaderMaterial( {
53 |
54 | uniforms: this.convolutionUniforms,
55 | vertexShader: convolutionShader.vertexShader,
56 | fragmentShader: convolutionShader.fragmentShader,
57 | defines: {
58 | "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
59 | "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
60 | }
61 |
62 | } );
63 |
64 | this.needsSwap = false;
65 |
66 | this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
67 | this.scene = new THREE.Scene();
68 |
69 | this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
70 | this.quad.frustumCulled = false; // Avoid getting clipped
71 | this.scene.add( this.quad );
72 |
73 | };
74 |
75 | THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
76 |
77 | constructor: THREE.BloomPass,
78 |
79 | render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
80 |
81 | if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
82 |
83 | // Render quad with blured scene into texture (convolution pass 1)
84 |
85 | this.quad.material = this.materialConvolution;
86 |
87 | this.convolutionUniforms[ "tDiffuse" ].value = readBuffer.texture;
88 | this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
89 |
90 | renderer.render( this.scene, this.camera, this.renderTargetX, true );
91 |
92 |
93 | // Render quad with blured scene into texture (convolution pass 2)
94 |
95 | this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX.texture;
96 | this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
97 |
98 | renderer.render( this.scene, this.camera, this.renderTargetY, true );
99 |
100 | // Render original scene with superimposed blur to texture
101 |
102 | this.quad.material = this.materialCopy;
103 |
104 | this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;
105 |
106 | if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
107 |
108 | renderer.render( this.scene, this.camera, readBuffer, this.clear );
109 |
110 | }
111 |
112 | } );
113 |
114 | THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
115 | THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
116 |
--------------------------------------------------------------------------------
/lib/shaders/CRTShader.js:
--------------------------------------------------------------------------------
1 | THREE.CRTShader = {
2 | uniforms: {
3 | "tDiffuse": { type: "t", value: null },
4 | "time": { type: "f", value: 0.0 },
5 | "distortion": { type: "f", value: 3.0 },
6 | "distortion2": { type: "f", value: 5.0 },
7 | "speed": { type: "f", value: 0.2 },
8 | "rollSpeed": { type: "f", value: 0.1 }
9 | },
10 |
11 | vertexShader: [
12 | "varying vec2 vUv;",
13 | "void main() {",
14 | "vUv = uv;",
15 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16 | "}"
17 |
18 | ].join("\n"),
19 |
20 | fragmentShader: [
21 |
22 | "uniform sampler2D tDiffuse;",
23 | "uniform float time;",
24 | "uniform float distortion;",
25 | "uniform float distortion2;",
26 | "uniform float speed;",
27 | "uniform float rollSpeed;",
28 | "varying vec2 vUv;",
29 |
30 | "vec3 mod289(vec3 x) {",
31 | " return x - floor(x * (1.0 / 289.0)) * 289.0;",
32 | "}",
33 |
34 | "vec2 mod289(vec2 x) {",
35 | " return x - floor(x * (1.0 / 289.0)) * 289.0;",
36 | "}",
37 |
38 | "vec3 permute(vec3 x) {",
39 | " return mod289(((x*34.0)+1.0)*x);",
40 | "}",
41 |
42 | "float snoise(vec2 v)",
43 | " {",
44 | " const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0",
45 | " 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)",
46 | " -0.577350269189626, // -1.0 + 2.0 * C.x",
47 | " 0.024390243902439); // 1.0 / 41.0",
48 | " vec2 i = floor(v + dot(v, C.yy) );",
49 | " vec2 x0 = v - i + dot(i, C.xx);",
50 |
51 | " vec2 i1;",
52 | " i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);",
53 | " vec4 x12 = x0.xyxy + C.xxzz;",
54 | " x12.xy -= i1;",
55 |
56 | " i = mod289(i); // Avoid truncation effects in permutation",
57 | " vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))",
58 | " + i.x + vec3(0.0, i1.x, 1.0 ));",
59 |
60 | " vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);",
61 | " m = m*m ;",
62 | " m = m*m ;",
63 |
64 | " vec3 x = 2.0 * fract(p * C.www) - 1.0;",
65 | " vec3 h = abs(x) - 0.5;",
66 | " vec3 ox = floor(x + 0.5);",
67 | " vec3 a0 = x - ox;",
68 |
69 | " m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );",
70 |
71 | " vec3 g;",
72 | " g.x = a0.x * x0.x + h.x * x0.y;",
73 | " g.yz = a0.yz * x12.xz + h.yz * x12.yw;",
74 | " return 130.0 * dot(m, g);",
75 | "}",
76 |
77 | "void main() {",
78 |
79 | "vec2 p = vUv;",
80 | "float ty = time*speed;",
81 | "float yt = p.y - ty;",
82 | "float offset = snoise(vec2(yt*3.0,0.0))*0.2;",
83 | "offset = offset*distortion * offset*distortion * offset;",
84 | "offset += snoise(vec2(yt*50.0,0.0))*distortion2*0.001;",
85 | "gl_FragColor = texture2D(tDiffuse, vec2(fract(p.x + offset),fract(p.y-time*rollSpeed) ));",
86 |
87 | "}"
88 |
89 | ].join("\n")
90 |
91 | };
92 |
--------------------------------------------------------------------------------
/lib/shaders/ConvolutionShader.js:
--------------------------------------------------------------------------------
1 | THREE.ConvolutionShader = {
2 |
3 | defines: {
4 |
5 | "KERNEL_SIZE_FLOAT": "25.0",
6 | "KERNEL_SIZE_INT": "25"
7 |
8 | },
9 |
10 | uniforms: {
11 |
12 | "tDiffuse": { value: null },
13 | "uImageIncrement": { value: new THREE.Vector2( 0.001953125, 0.0 ) },
14 | "cKernel": { value: [] }
15 |
16 | },
17 |
18 | vertexShader: [
19 |
20 | "uniform vec2 uImageIncrement;",
21 |
22 | "varying vec2 vUv;",
23 |
24 | "void main() {",
25 |
26 | "vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
27 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
28 |
29 | "}"
30 |
31 | ].join( "\n" ),
32 |
33 | fragmentShader: [
34 |
35 | "uniform float cKernel[ KERNEL_SIZE_INT ];",
36 |
37 | "uniform sampler2D tDiffuse;",
38 | "uniform vec2 uImageIncrement;",
39 |
40 | "varying vec2 vUv;",
41 |
42 | "void main() {",
43 |
44 | "vec2 imageCoord = vUv;",
45 | "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
46 |
47 | "for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
48 |
49 | "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
50 | "imageCoord += uImageIncrement;",
51 |
52 | "}",
53 |
54 | "gl_FragColor = sum;",
55 |
56 | "}"
57 |
58 |
59 | ].join( "\n" ),
60 |
61 | buildKernel: function ( sigma ) {
62 |
63 | // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
64 |
65 | function gauss( x, sigma ) {
66 |
67 | return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
68 |
69 | }
70 |
71 | var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
72 |
73 | if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
74 | halfWidth = ( kernelSize - 1 ) * 0.5;
75 |
76 | values = new Array( kernelSize );
77 | sum = 0.0;
78 | for ( i = 0; i < kernelSize; ++ i ) {
79 |
80 | values[ i ] = gauss( i - halfWidth, sigma );
81 | sum += values[ i ];
82 |
83 | }
84 |
85 | // normalize the kernel
86 |
87 | for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
88 |
89 | return values;
90 |
91 | }
92 |
93 | };
94 |
--------------------------------------------------------------------------------
/lib/shaders/CopyShader.js:
--------------------------------------------------------------------------------
1 | THREE.CopyShader = {
2 |
3 | uniforms: {
4 |
5 | "tDiffuse": { value: null },
6 | "opacity": { value: 1.0 }
7 |
8 | },
9 |
10 | vertexShader: [
11 |
12 | "varying vec2 vUv;",
13 |
14 | "void main() {",
15 |
16 | "vUv = uv;",
17 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
18 |
19 | "}"
20 |
21 | ].join( "\n" ),
22 |
23 | fragmentShader: [
24 |
25 | "uniform float opacity;",
26 |
27 | "uniform sampler2D tDiffuse;",
28 |
29 | "varying vec2 vUv;",
30 |
31 | "void main() {",
32 |
33 | "vec4 texel = texture2D( tDiffuse, vUv );",
34 | "gl_FragColor = opacity * texel;",
35 |
36 | "}"
37 |
38 | ].join( "\n" )
39 |
40 | };
41 |
--------------------------------------------------------------------------------
/lib/shaders/EffectComposer.js:
--------------------------------------------------------------------------------
1 | THREE.EffectComposer = function ( renderer, renderTarget ) {
2 |
3 | this.renderer = renderer;
4 |
5 | if ( renderTarget === undefined ) {
6 |
7 | var parameters = {
8 | minFilter: THREE.LinearFilter,
9 | magFilter: THREE.LinearFilter,
10 | format: THREE.RGBAFormat,
11 | stencilBuffer: false
12 | };
13 |
14 | var size = renderer.getDrawingBufferSize();
15 | renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );
16 | renderTarget.texture.name = 'EffectComposer.rt1';
17 |
18 | }
19 |
20 | this.renderTarget1 = renderTarget;
21 | this.renderTarget2 = renderTarget.clone();
22 | this.renderTarget2.texture.name = 'EffectComposer.rt2';
23 |
24 | this.writeBuffer = this.renderTarget1;
25 | this.readBuffer = this.renderTarget2;
26 |
27 | this.passes = [];
28 |
29 | // dependencies
30 |
31 | if ( THREE.CopyShader === undefined ) {
32 |
33 | console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );
34 |
35 | }
36 |
37 | if ( THREE.ShaderPass === undefined ) {
38 |
39 | console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );
40 |
41 | }
42 |
43 | this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
44 |
45 | };
46 |
47 | Object.assign( THREE.EffectComposer.prototype, {
48 |
49 | swapBuffers: function() {
50 |
51 | var tmp = this.readBuffer;
52 | this.readBuffer = this.writeBuffer;
53 | this.writeBuffer = tmp;
54 |
55 | },
56 |
57 | addPass: function ( pass ) {
58 |
59 | this.passes.push( pass );
60 |
61 | var size = this.renderer.getDrawingBufferSize();
62 | pass.setSize( size.width, size.height );
63 |
64 | },
65 |
66 | insertPass: function ( pass, index ) {
67 |
68 | this.passes.splice( index, 0, pass );
69 |
70 | },
71 |
72 | render: function ( delta ) {
73 |
74 | var maskActive = false;
75 |
76 | var pass, i, il = this.passes.length;
77 |
78 | for ( i = 0; i < il; i ++ ) {
79 |
80 | pass = this.passes[ i ];
81 |
82 | if ( pass.enabled === false ) continue;
83 |
84 | pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
85 |
86 | if ( pass.needsSwap ) {
87 |
88 | if ( maskActive ) {
89 |
90 | var context = this.renderer.context;
91 |
92 | context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
93 |
94 | this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
95 |
96 | context.stencilFunc( context.EQUAL, 1, 0xffffffff );
97 |
98 | }
99 |
100 | this.swapBuffers();
101 |
102 | }
103 |
104 | if ( THREE.MaskPass !== undefined ) {
105 |
106 | if ( pass instanceof THREE.MaskPass ) {
107 |
108 | maskActive = true;
109 |
110 | } else if ( pass instanceof THREE.ClearMaskPass ) {
111 |
112 | maskActive = false;
113 |
114 | }
115 |
116 | }
117 |
118 | }
119 |
120 | },
121 |
122 | reset: function ( renderTarget ) {
123 |
124 | if ( renderTarget === undefined ) {
125 |
126 | var size = this.renderer.getDrawingBufferSize();
127 |
128 | renderTarget = this.renderTarget1.clone();
129 | renderTarget.setSize( size.width, size.height );
130 |
131 | }
132 |
133 | this.renderTarget1.dispose();
134 | this.renderTarget2.dispose();
135 | this.renderTarget1 = renderTarget;
136 | this.renderTarget2 = renderTarget.clone();
137 |
138 | this.writeBuffer = this.renderTarget1;
139 | this.readBuffer = this.renderTarget2;
140 |
141 | },
142 |
143 | setSize: function ( width, height ) {
144 |
145 | this.renderTarget1.setSize( width, height );
146 | this.renderTarget2.setSize( width, height );
147 |
148 | for ( var i = 0; i < this.passes.length; i ++ ) {
149 |
150 | this.passes[i].setSize( width, height );
151 |
152 | }
153 |
154 | }
155 |
156 | } );
157 |
158 |
159 | THREE.Pass = function () {
160 |
161 | // if set to true, the pass is processed by the composer
162 | this.enabled = true;
163 |
164 | // if set to true, the pass indicates to swap read and write buffer after rendering
165 | this.needsSwap = true;
166 |
167 | // if set to true, the pass clears its buffer before rendering
168 | this.clear = false;
169 |
170 | // if set to true, the result of the pass is rendered to screen
171 | this.renderToScreen = false;
172 |
173 | };
174 |
175 | Object.assign( THREE.Pass.prototype, {
176 |
177 | setSize: function( width, height ) {},
178 |
179 | render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
180 |
181 | console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
182 |
183 | }
184 |
185 | } );
186 |
--------------------------------------------------------------------------------
/lib/shaders/FilmPass.js:
--------------------------------------------------------------------------------
1 | THREE.FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) {
2 |
3 | THREE.Pass.call( this );
4 |
5 | if ( THREE.FilmShader === undefined )
6 | console.error( "THREE.FilmPass relies on THREE.FilmShader" );
7 |
8 | var shader = THREE.FilmShader;
9 |
10 | this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
11 |
12 | this.material = new THREE.ShaderMaterial( {
13 |
14 | uniforms: this.uniforms,
15 | vertexShader: shader.vertexShader,
16 | fragmentShader: shader.fragmentShader
17 |
18 | } );
19 |
20 | if ( grayscale !== undefined ) this.uniforms.grayscale.value = grayscale;
21 | if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity;
22 | if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity;
23 | if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount;
24 |
25 | this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
26 | this.scene = new THREE.Scene();
27 |
28 | this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
29 | this.quad.frustumCulled = false; // Avoid getting clipped
30 | this.scene.add( this.quad );
31 |
32 | };
33 |
34 | THREE.FilmPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
35 |
36 | constructor: THREE.FilmPass,
37 |
38 | render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
39 |
40 | this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
41 | this.uniforms[ "time" ].value += delta;
42 |
43 | this.quad.material = this.material;
44 |
45 | if ( this.renderToScreen ) {
46 |
47 | renderer.render( this.scene, this.camera );
48 |
49 | } else {
50 |
51 | renderer.render( this.scene, this.camera, writeBuffer, this.clear );
52 |
53 | }
54 |
55 | }
56 |
57 | } );
58 |
--------------------------------------------------------------------------------
/lib/shaders/FilmShader.js:
--------------------------------------------------------------------------------
1 | THREE.FilmShader = {
2 |
3 | uniforms: {
4 |
5 | "tDiffuse": { value: null },
6 | "time": { value: 0.0 },
7 | "nIntensity": { value: 0.5 },
8 | "sIntensity": { value: 0.05 },
9 | "sCount": { value: 4096 },
10 | "grayscale": { value: 1 }
11 |
12 | },
13 |
14 | vertexShader: [
15 |
16 | "varying vec2 vUv;",
17 |
18 | "void main() {",
19 |
20 | "vUv = uv;",
21 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
22 |
23 | "}"
24 |
25 | ].join( "\n" ),
26 |
27 | fragmentShader: [
28 |
29 | "#include ",
30 |
31 | // control parameter
32 | "uniform float time;",
33 |
34 | "uniform bool grayscale;",
35 |
36 | // noise effect intensity value (0 = no effect, 1 = full effect)
37 | "uniform float nIntensity;",
38 |
39 | // scanlines effect intensity value (0 = no effect, 1 = full effect)
40 | "uniform float sIntensity;",
41 |
42 | // scanlines effect count value (0 = no effect, 4096 = full effect)
43 | "uniform float sCount;",
44 |
45 | "uniform sampler2D tDiffuse;",
46 |
47 | "varying vec2 vUv;",
48 |
49 | "void main() {",
50 |
51 | // sample the source
52 | "vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
53 |
54 | // make some noise
55 | "float dx = rand( vUv + time );",
56 |
57 | // add noise
58 | "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );",
59 |
60 | // get us a sine and cosine
61 | "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
62 |
63 | // add scanlines
64 | "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
65 |
66 | // interpolate between source and result by intensity
67 | "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
68 |
69 | // convert to grayscale if desired
70 | "if( grayscale ) {",
71 |
72 | "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
73 |
74 | "}",
75 |
76 | "gl_FragColor = vec4( cResult, cTextureScreen.a );",
77 |
78 | "}"
79 |
80 | ].join( "\n" )
81 |
82 | };
83 |
--------------------------------------------------------------------------------
/lib/shaders/KaleidoShader.js:
--------------------------------------------------------------------------------
1 | THREE.KaleidoShader = {
2 |
3 | uniforms: {
4 |
5 | "tDiffuse": { value: null },
6 | "sides": { value: 6.0 },
7 | "angle": { value: 0.0 }
8 |
9 | },
10 |
11 | vertexShader: [
12 |
13 | "varying vec2 vUv;",
14 |
15 | "void main() {",
16 |
17 | "vUv = uv;",
18 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
19 |
20 | "}"
21 |
22 | ].join( "\n" ),
23 |
24 | fragmentShader: [
25 |
26 | "uniform sampler2D tDiffuse;",
27 | "uniform float sides;",
28 | "uniform float angle;",
29 |
30 | "varying vec2 vUv;",
31 |
32 | "void main() {",
33 |
34 | "vec2 p = vUv - 0.5;",
35 | "float r = length(p);",
36 | "float a = atan(p.y, p.x) + angle;",
37 | "float tau = 2. * 3.1416 ;",
38 | "a = mod(a, tau/sides);",
39 | "a = abs(a - tau/sides/2.) ;",
40 | "p = r * vec2(cos(a), sin(a));",
41 | "vec4 color = texture2D(tDiffuse, p + 0.5);",
42 | "gl_FragColor = color;",
43 |
44 | "}"
45 |
46 | ].join( "\n" )
47 |
48 | };
49 |
--------------------------------------------------------------------------------
/lib/shaders/RGBShiftShader.js:
--------------------------------------------------------------------------------
1 | THREE.RGBShiftShader = {
2 |
3 | uniforms: {
4 |
5 | "tDiffuse": { value: null },
6 | "amount": { value: 0.005 },
7 | "angle": { value: 0.0 }
8 |
9 | },
10 |
11 | vertexShader: [
12 |
13 | "varying vec2 vUv;",
14 |
15 | "void main() {",
16 |
17 | "vUv = uv;",
18 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
19 |
20 | "}"
21 |
22 | ].join( "\n" ),
23 |
24 | fragmentShader: [
25 |
26 | "uniform sampler2D tDiffuse;",
27 | "uniform float amount;",
28 | "uniform float angle;",
29 |
30 | "varying vec2 vUv;",
31 |
32 | "void main() {",
33 |
34 | "vec2 offset = amount * vec2( cos(angle), sin(angle));",
35 | "vec4 cr = texture2D(tDiffuse, vUv + offset);",
36 | "vec4 cga = texture2D(tDiffuse, vUv);",
37 | "vec4 cb = texture2D(tDiffuse, vUv - offset);",
38 | "gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
39 |
40 | "}"
41 |
42 | ].join( "\n" )
43 |
44 | };
45 |
--------------------------------------------------------------------------------
/lib/shaders/RenderPass.js:
--------------------------------------------------------------------------------
1 | THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
2 |
3 | THREE.Pass.call( this );
4 |
5 | this.scene = scene;
6 | this.camera = camera;
7 |
8 | this.overrideMaterial = overrideMaterial;
9 |
10 | this.clearColor = clearColor;
11 | this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
12 |
13 | this.clear = true;
14 | this.clearDepth = false;
15 | this.needsSwap = false;
16 |
17 | };
18 |
19 | THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
20 |
21 | constructor: THREE.RenderPass,
22 |
23 | render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
24 |
25 | var oldAutoClear = renderer.autoClear;
26 | renderer.autoClear = false;
27 |
28 | this.scene.overrideMaterial = this.overrideMaterial;
29 |
30 | var oldClearColor, oldClearAlpha;
31 |
32 | if ( this.clearColor ) {
33 |
34 | oldClearColor = renderer.getClearColor().getHex();
35 | oldClearAlpha = renderer.getClearAlpha();
36 |
37 | renderer.setClearColor( this.clearColor, this.clearAlpha );
38 |
39 | }
40 |
41 | if ( this.clearDepth ) {
42 |
43 | renderer.clearDepth();
44 |
45 | }
46 |
47 | renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
48 |
49 | if ( this.clearColor ) {
50 |
51 | renderer.setClearColor( oldClearColor, oldClearAlpha );
52 |
53 | }
54 |
55 | this.scene.overrideMaterial = null;
56 | renderer.autoClear = oldAutoClear;
57 | }
58 |
59 | } );
60 |
--------------------------------------------------------------------------------
/lib/shaders/SepiaShader.js:
--------------------------------------------------------------------------------
1 | THREE.SepiaShader = {
2 |
3 | uniforms: {
4 |
5 | "tDiffuse": { value: null },
6 | "amount": { value: 1.0 }
7 |
8 | },
9 |
10 | vertexShader: [
11 |
12 | "varying vec2 vUv;",
13 |
14 | "void main() {",
15 |
16 | "vUv = uv;",
17 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
18 |
19 | "}"
20 |
21 | ].join( "\n" ),
22 |
23 | fragmentShader: [
24 |
25 | "uniform float amount;",
26 |
27 | "uniform sampler2D tDiffuse;",
28 |
29 | "varying vec2 vUv;",
30 |
31 | "void main() {",
32 |
33 | "vec4 color = texture2D( tDiffuse, vUv );",
34 | "vec3 c = color.rgb;",
35 |
36 | "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
37 | "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
38 | "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
39 |
40 | "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
41 |
42 | "}"
43 |
44 | ].join( "\n" )
45 |
46 | };
47 |
--------------------------------------------------------------------------------
/lib/shaders/ShaderPass.js:
--------------------------------------------------------------------------------
1 | THREE.ShaderPass = function ( shader, textureID ) {
2 |
3 | THREE.Pass.call( this );
4 |
5 | this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
6 |
7 | if ( shader instanceof THREE.ShaderMaterial ) {
8 |
9 | this.uniforms = shader.uniforms;
10 |
11 | this.material = shader;
12 |
13 | } else if ( shader ) {
14 |
15 | this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
16 |
17 | this.material = new THREE.ShaderMaterial( {
18 |
19 | defines: shader.defines || {},
20 | uniforms: this.uniforms,
21 | vertexShader: shader.vertexShader,
22 | fragmentShader: shader.fragmentShader
23 |
24 | } );
25 |
26 | }
27 |
28 | this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
29 | this.scene = new THREE.Scene();
30 |
31 | this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
32 | this.quad.frustumCulled = false; // Avoid getting clipped
33 | this.scene.add( this.quad );
34 |
35 | };
36 |
37 | THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
38 |
39 | constructor: THREE.ShaderPass,
40 |
41 | render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
42 |
43 | if ( this.uniforms[ this.textureID ] ) {
44 |
45 | this.uniforms[ this.textureID ].value = readBuffer.texture;
46 |
47 | }
48 |
49 | this.quad.material = this.material;
50 |
51 | if ( this.renderToScreen ) {
52 |
53 | renderer.render( this.scene, this.camera );
54 |
55 | } else {
56 |
57 | renderer.render( this.scene, this.camera, writeBuffer, this.clear );
58 |
59 | }
60 |
61 | }
62 |
63 | } );
64 |
--------------------------------------------------------------------------------
/lib/shaders/StaticShader.js:
--------------------------------------------------------------------------------
1 | THREE.StaticShader = {
2 |
3 | uniforms: {
4 |
5 | "tDiffuse": { type: "t", value: null },
6 | "time": { type: "f", value: 0.0 },
7 | "amount": { type: "f", value: 0.5 },
8 | "size": { type: "f", value: 4.0 }
9 | },
10 |
11 | vertexShader: [
12 |
13 | "varying vec2 vUv;",
14 |
15 | "void main() {",
16 |
17 | "vUv = uv;",
18 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
19 |
20 | "}"
21 |
22 | ].join("\n"),
23 |
24 | fragmentShader: [
25 |
26 | "uniform sampler2D tDiffuse;",
27 | "uniform float time;",
28 | "uniform float amount;",
29 | "uniform float size;",
30 |
31 | "varying vec2 vUv;",
32 |
33 | "float rand(vec2 co){",
34 | "return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
35 | "}",
36 |
37 | "void main() {",
38 | "vec2 p = vUv;",
39 | "vec4 color = texture2D(tDiffuse, p);",
40 | "float xs = floor(gl_FragCoord.x / size);",
41 | "float ys = floor(gl_FragCoord.y / size);",
42 | "vec4 snow = vec4(rand(vec2(xs * time,ys * time))*amount);",
43 |
44 | //"gl_FragColor = color + amount * ( snow - color );", //interpolate
45 |
46 | "gl_FragColor = color+ snow;", //additive
47 |
48 | "}"
49 |
50 | ].join("\n")
51 |
52 | };
53 |
--------------------------------------------------------------------------------
/lib/shaders/TechnicolorShader.js:
--------------------------------------------------------------------------------
1 | /**
2 | * @author flimshaw / http://charliehoey.com
3 | *
4 | * Technicolor Shader
5 | * Simulates the look of the two-strip technicolor process popular in early 20th century films.
6 | * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
7 | * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
8 | */
9 |
10 | THREE.TechnicolorShader = {
11 |
12 | uniforms: {
13 |
14 | "tDiffuse": { value: null },
15 | "amount": { type: "f", value: 0.5 }
16 | },
17 |
18 | vertexShader: [
19 |
20 | "varying vec2 vUv;",
21 |
22 | "void main() {",
23 |
24 | "vUv = uv;",
25 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
26 |
27 | "}"
28 |
29 | ].join( "\n" ),
30 |
31 | fragmentShader: [
32 |
33 | "uniform sampler2D tDiffuse;",
34 | "uniform float amount;",
35 | "varying vec2 vUv;",
36 |
37 | "void main() {",
38 |
39 | "vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );",
40 | "vec4 orgTex = vec4(tex.r, tex.g, tex.b, 1.0);",
41 | "vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);",
42 | "vec4 mixTex = mix(orgTex, newTex, amount);",
43 |
44 | "gl_FragColor = mixTex;",
45 |
46 | "}"
47 |
48 | ].join( "\n" )
49 |
50 | };
51 |
--------------------------------------------------------------------------------
/lib/shaders/VignetteShader.js:
--------------------------------------------------------------------------------
1 | /**
2 | * @author alteredq / http://alteredqualia.com/
3 | *
4 | * Vignette shader
5 | * based on PaintEffect postprocess from ro.me
6 | * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
7 | */
8 |
9 | THREE.VignetteShader = {
10 |
11 | uniforms: {
12 |
13 | "tDiffuse": { value: null },
14 | "offset": { value: 1.0 },
15 | "darkness": { value: 1.0 }
16 |
17 | },
18 |
19 | vertexShader: [
20 |
21 | "varying vec2 vUv;",
22 |
23 | "void main() {",
24 |
25 | "vUv = uv;",
26 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
27 |
28 | "}"
29 |
30 | ].join( "\n" ),
31 |
32 | fragmentShader: [
33 |
34 | "uniform float offset;",
35 | "uniform float darkness;",
36 |
37 | "uniform sampler2D tDiffuse;",
38 |
39 | "varying vec2 vUv;",
40 |
41 | "void main() {",
42 |
43 | // Eskil's vignette
44 |
45 | // "vec4 texel = texture2D( tDiffuse, vUv );",
46 | // "vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
47 | // "gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
48 |
49 | "vec4 color = texture2D( tDiffuse, vUv );",
50 | "float dist = distance( vUv, vec2( 0.5 ) );",
51 | "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
52 | "gl_FragColor = color;",
53 |
54 | "}"
55 |
56 | ].join( "\n" )
57 |
58 | };
59 |
--------------------------------------------------------------------------------
/lib/simplexnoise.js:
--------------------------------------------------------------------------------
1 | // Ported from Stefan Gustavson's java implementation
2 | // http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
3 | // Read Stefan's excellent paper for details on how this code works.
4 | //
5 | // Sean McCullough banksean@gmail.com
6 | //
7 | // Added 4D noise
8 | // Joshua Koo zz85nus@gmail.com
9 |
10 | /**
11 | * You can pass in a random number generator object if you like.
12 | * It is assumed to have a random() method.
13 | */
14 | var SimplexNoise = function(r) {
15 | if (r == undefined) r = Math;
16 |
17 | this.grad3 = [
18 | [ 1,1,0 ], [ -1,1,0 ], [ 1,-1,0 ], [ -1,-1,0 ],
19 | [ 1,0,1 ], [ -1,0,1 ], [ 1,0,-1 ], [ -1,0,-1 ],
20 | [ 0,1,1 ], [ 0,-1,1 ], [ 0,1,-1 ], [ 0,-1,-1 ]];
21 |
22 | this.grad4 = [
23 | [ 0,1,1,1 ], [ 0,1,1,-1 ], [ 0,1,-1,1 ], [ 0,1,-1,-1 ],
24 | [ 0,-1,1,1 ], [ 0,-1,1,-1 ], [ 0,-1,-1,1 ], [ 0,-1,-1,-1 ],
25 | [ 1,0,1,1 ], [ 1,0,1,-1 ], [ 1,0,-1,1 ], [ 1,0,-1,-1 ],
26 | [ -1,0,1,1 ], [ -1,0,1,-1 ], [ -1,0,-1,1 ], [ -1,0,-1,-1 ],
27 | [ 1,1,0,1 ], [ 1,1,0,-1 ], [ 1,-1,0,1 ], [ 1,-1,0,-1 ],
28 | [ -1,1,0,1 ], [ -1,1,0,-1 ], [ -1,-1,0,1 ], [ -1,-1,0,-1 ],
29 | [ 1,1,1,0 ], [ 1,1,-1,0 ], [ 1,-1,1,0 ], [ 1,-1,-1,0 ],
30 | [ -1,1,1,0 ], [ -1,1,-1,0 ], [ -1,-1,1,0 ], [ -1,-1,-1,0 ]];
31 |
32 | this.p = [];
33 | for (var i = 0; i < 256; i ++) {
34 | this.p[i] = Math.floor(r.random() * 256);
35 | }
36 |
37 | // To remove the need for index wrapping, double the permutation table length
38 | this.perm = [];
39 | for (var i = 0; i < 512; i ++) {
40 | this.perm[i] = this.p[i & 255];
41 | }
42 |
43 | // A lookup table to traverse the simplex around a given point in 4D.
44 | // Details can be found where this table is used, in the 4D noise method.
45 | this.simplex = [
46 | [ 0,1,2,3 ],[ 0,1,3,2 ],[ 0,0,0,0 ],[ 0,2,3,1 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 1,2,3,0 ],
47 | [ 0,2,1,3 ],[ 0,0,0,0 ],[ 0,3,1,2 ],[ 0,3,2,1 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 1,3,2,0 ],
48 | [ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],
49 | [ 1,2,0,3 ],[ 0,0,0,0 ],[ 1,3,0,2 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 2,3,0,1 ],[ 2,3,1,0 ],
50 | [ 1,0,2,3 ],[ 1,0,3,2 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 2,0,3,1 ],[ 0,0,0,0 ],[ 2,1,3,0 ],
51 | [ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],
52 | [ 2,0,1,3 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 3,0,1,2 ],[ 3,0,2,1 ],[ 0,0,0,0 ],[ 3,1,2,0 ],
53 | [ 2,1,0,3 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 0,0,0,0 ],[ 3,1,0,2 ],[ 0,0,0,0 ],[ 3,2,0,1 ],[ 3,2,1,0 ]];
54 | };
55 |
56 | SimplexNoise.prototype.dot = function(g, x, y) {
57 | return g[0] * x + g[1] * y;
58 | };
59 |
60 | SimplexNoise.prototype.dot3 = function(g, x, y, z) {
61 | return g[0] * x + g[1] * y + g[2] * z;
62 | };
63 |
64 | SimplexNoise.prototype.dot4 = function(g, x, y, z, w) {
65 | return g[0] * x + g[1] * y + g[2] * z + g[3] * w;
66 | };
67 |
68 | SimplexNoise.prototype.noise = function(xin, yin) {
69 | var n0, n1, n2; // Noise contributions from the three corners
70 | // Skew the input space to determine which simplex cell we're in
71 | var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
72 | var s = (xin + yin) * F2; // Hairy factor for 2D
73 | var i = Math.floor(xin + s);
74 | var j = Math.floor(yin + s);
75 | var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
76 | var t = (i + j) * G2;
77 | var X0 = i - t; // Unskew the cell origin back to (x,y) space
78 | var Y0 = j - t;
79 | var x0 = xin - X0; // The x,y distances from the cell origin
80 | var y0 = yin - Y0;
81 | // For the 2D case, the simplex shape is an equilateral triangle.
82 | // Determine which simplex we are in.
83 | var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
84 | if (x0 > y0) {i1 = 1; j1 = 0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
85 | else {i1 = 0; j1 = 1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
86 | // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
87 | // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
88 | // c = (3-sqrt(3))/6
89 | var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
90 | var y1 = y0 - j1 + G2;
91 | var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
92 | var y2 = y0 - 1.0 + 2.0 * G2;
93 | // Work out the hashed gradient indices of the three simplex corners
94 | var ii = i & 255;
95 | var jj = j & 255;
96 | var gi0 = this.perm[ii + this.perm[jj]] % 12;
97 | var gi1 = this.perm[ii + i1 + this.perm[jj + j1]] % 12;
98 | var gi2 = this.perm[ii + 1 + this.perm[jj + 1]] % 12;
99 | // Calculate the contribution from the three corners
100 | var t0 = 0.5 - x0 * x0 - y0 * y0;
101 | if (t0 < 0) n0 = 0.0;
102 | else {
103 | t0 *= t0;
104 | n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
105 | }
106 | var t1 = 0.5 - x1 * x1 - y1 * y1;
107 | if (t1 < 0) n1 = 0.0;
108 | else {
109 | t1 *= t1;
110 | n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1);
111 | }
112 | var t2 = 0.5 - x2 * x2 - y2 * y2;
113 | if (t2 < 0) n2 = 0.0;
114 | else {
115 | t2 *= t2;
116 | n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2);
117 | }
118 | // Add contributions from each corner to get the final noise value.
119 | // The result is scaled to return values in the interval [-1,1].
120 | return 70.0 * (n0 + n1 + n2);
121 | };
122 |
123 | // 3D simplex noise
124 | SimplexNoise.prototype.noise3d = function(xin, yin, zin) {
125 | var n0, n1, n2, n3; // Noise contributions from the four corners
126 | // Skew the input space to determine which simplex cell we're in
127 | var F3 = 1.0 / 3.0;
128 | var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
129 | var i = Math.floor(xin + s);
130 | var j = Math.floor(yin + s);
131 | var k = Math.floor(zin + s);
132 | var G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
133 | var t = (i + j + k) * G3;
134 | var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
135 | var Y0 = j - t;
136 | var Z0 = k - t;
137 | var x0 = xin - X0; // The x,y,z distances from the cell origin
138 | var y0 = yin - Y0;
139 | var z0 = zin - Z0;
140 | // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
141 | // Determine which simplex we are in.
142 | var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
143 | var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
144 | if (x0 >= y0) {
145 | if (y0 >= z0)
146 | { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order
147 | else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order
148 | else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order
149 | }
150 | else { // x0 y0) ? 32 : 0;
242 | var c2 = (x0 > z0) ? 16 : 0;
243 | var c3 = (y0 > z0) ? 8 : 0;
244 | var c4 = (x0 > w0) ? 4 : 0;
245 | var c5 = (y0 > w0) ? 2 : 0;
246 | var c6 = (z0 > w0) ? 1 : 0;
247 | var c = c1 + c2 + c3 + c4 + c5 + c6;
248 | var i1, j1, k1, l1; // The integer offsets for the second simplex corner
249 | var i2, j2, k2, l2; // The integer offsets for the third simplex corner
250 | var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
251 | // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
252 | // Many values of c will never occur, since e.g. x>y>z>w makes x= 3 ? 1 : 0;
257 | j1 = simplex[c][1] >= 3 ? 1 : 0;
258 | k1 = simplex[c][2] >= 3 ? 1 : 0;
259 | l1 = simplex[c][3] >= 3 ? 1 : 0;
260 | // The number 2 in the "simplex" array is at the second largest coordinate.
261 | i2 = simplex[c][0] >= 2 ? 1 : 0;
262 | j2 = simplex[c][1] >= 2 ? 1 : 0; k2 = simplex[c][2] >= 2 ? 1 : 0;
263 | l2 = simplex[c][3] >= 2 ? 1 : 0;
264 | // The number 1 in the "simplex" array is at the second smallest coordinate.
265 | i3 = simplex[c][0] >= 1 ? 1 : 0;
266 | j3 = simplex[c][1] >= 1 ? 1 : 0;
267 | k3 = simplex[c][2] >= 1 ? 1 : 0;
268 | l3 = simplex[c][3] >= 1 ? 1 : 0;
269 | // The fifth corner has all coordinate offsets = 1, so no need to look that up.
270 | var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
271 | var y1 = y0 - j1 + G4;
272 | var z1 = z0 - k1 + G4;
273 | var w1 = w0 - l1 + G4;
274 | var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
275 | var y2 = y0 - j2 + 2.0 * G4;
276 | var z2 = z0 - k2 + 2.0 * G4;
277 | var w2 = w0 - l2 + 2.0 * G4;
278 | var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
279 | var y3 = y0 - j3 + 3.0 * G4;
280 | var z3 = z0 - k3 + 3.0 * G4;
281 | var w3 = w0 - l3 + 3.0 * G4;
282 | var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
283 | var y4 = y0 - 1.0 + 4.0 * G4;
284 | var z4 = z0 - 1.0 + 4.0 * G4;
285 | var w4 = w0 - 1.0 + 4.0 * G4;
286 | // Work out the hashed gradient indices of the five simplex corners
287 | var ii = i & 255;
288 | var jj = j & 255;
289 | var kk = k & 255;
290 | var ll = l & 255;
291 | var gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32;
292 | var gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32;
293 | var gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32;
294 | var gi3 = perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32;
295 | var gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32;
296 | // Calculate the contribution from the five corners
297 | var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
298 | if (t0 < 0) n0 = 0.0;
299 | else {
300 | t0 *= t0;
301 | n0 = t0 * t0 * this.dot4(grad4[gi0], x0, y0, z0, w0);
302 | }
303 | var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
304 | if (t1 < 0) n1 = 0.0;
305 | else {
306 | t1 *= t1;
307 | n1 = t1 * t1 * this.dot4(grad4[gi1], x1, y1, z1, w1);
308 | }
309 | var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
310 | if (t2 < 0) n2 = 0.0;
311 | else {
312 | t2 *= t2;
313 | n2 = t2 * t2 * this.dot4(grad4[gi2], x2, y2, z2, w2);
314 | } var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
315 | if (t3 < 0) n3 = 0.0;
316 | else {
317 | t3 *= t3;
318 | n3 = t3 * t3 * this.dot4(grad4[gi3], x3, y3, z3, w3);
319 | }
320 | var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
321 | if (t4 < 0) n4 = 0.0;
322 | else {
323 | t4 *= t4;
324 | n4 = t4 * t4 * this.dot4(grad4[gi4], x4, y4, z4, w4);
325 | }
326 | // Sum up and scale the result to cover the range [-1,1]
327 | return 27.0 * (n0 + n1 + n2 + n3 + n4);
328 | };
329 |
--------------------------------------------------------------------------------
/lib/stats.min.js:
--------------------------------------------------------------------------------
1 | // stats.js - http://github.com/mrdoob/stats.js
2 | (function(f,e){"object"===typeof exports&&"undefined"!==typeof module?module.exports=e():"function"===typeof define&&define.amd?define(e):f.Stats=e()})(this,function(){var f=function(){function e(a){c.appendChild(a.dom);return a}function u(a){for(var d=0;dg+1E3&&(r.update(1E3*a/(c-g),100),g=c,a=0,t)){var d=performance.memory;t.update(d.usedJSHeapSize/
4 | 1048576,d.jsHeapSizeLimit/1048576)}return c},update:function(){k=this.end()},domElement:c,setMode:u}};f.Panel=function(e,f,l){var c=Infinity,k=0,g=Math.round,a=g(window.devicePixelRatio||1),r=80*a,h=48*a,t=3*a,v=2*a,d=3*a,m=15*a,n=74*a,p=30*a,q=document.createElement("canvas");q.width=r;q.height=h;q.style.cssText="width:80px;height:48px";var b=q.getContext("2d");b.font="bold "+9*a+"px Helvetica,Arial,sans-serif";b.textBaseline="top";b.fillStyle=l;b.fillRect(0,0,r,h);b.fillStyle=f;b.fillText(e,t,v);
5 | b.fillRect(d,m,n,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d,m,n,p);return{dom:q,update:function(h,w){c=Math.min(c,h);k=Math.max(k,h);b.fillStyle=l;b.globalAlpha=1;b.fillRect(0,0,r,m);b.fillStyle=f;b.fillText(g(h)+" "+e+" ("+g(c)+"-"+g(k)+")",t,v);b.drawImage(q,d+a,m,n-a,p,d,m,n-a,p);b.fillRect(d+n-a,m,a,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d+n-a,m,a,g((1-h/w)*p))}}};return f});
6 |
--------------------------------------------------------------------------------
/lib/tween.min.js:
--------------------------------------------------------------------------------
1 | // tween.js - http://github.com/sole/tween.js
2 | 'use strict';var TWEEN=TWEEN||function(){var a=[];return{REVISION:"7",getAll:function(){return a},removeAll:function(){a=[]},add:function(c){a.push(c)},remove:function(c){c=a.indexOf(c);-1!==c&&a.splice(c,1)},update:function(c){if(0===a.length)return!1;for(var b=0,d=a.length,c=void 0!==c?c:Date.now();b(a*=2)?0.5*a*a:-0.5*(--a*(a-2)-1)}},Cubic:{In:function(a){return a*a*a},Out:function(a){return--a*a*a+1},InOut:function(a){return 1>(a*=2)?0.5*a*a*a:0.5*((a-=2)*a*a+2)}},Quartic:{In:function(a){return a*a*a*a},Out:function(a){return 1- --a*a*a*a},InOut:function(a){return 1>(a*=2)?0.5*a*a*a*a:-0.5*((a-=2)*a*a*a-2)}},Quintic:{In:function(a){return a*a*a*
7 | a*a},Out:function(a){return--a*a*a*a*a+1},InOut:function(a){return 1>(a*=2)?0.5*a*a*a*a*a:0.5*((a-=2)*a*a*a*a+2)}},Sinusoidal:{In:function(a){return 1-Math.cos(a*Math.PI/2)},Out:function(a){return Math.sin(a*Math.PI/2)},InOut:function(a){return 0.5*(1-Math.cos(Math.PI*a))}},Exponential:{In:function(a){return 0===a?0:Math.pow(1024,a-1)},Out:function(a){return 1===a?1:1-Math.pow(2,-10*a)},InOut:function(a){return 0===a?0:1===a?1:1>(a*=2)?0.5*Math.pow(1024,a-1):0.5*(-Math.pow(2,-10*(a-1))+2)}},Circular:{In:function(a){return 1-
8 | Math.sqrt(1-a*a)},Out:function(a){return Math.sqrt(1- --a*a)},InOut:function(a){return 1>(a*=2)?-0.5*(Math.sqrt(1-a*a)-1):0.5*(Math.sqrt(1-(a-=2)*a)+1)}},Elastic:{In:function(a){var c,b=0.1;if(0===a)return 0;if(1===a)return 1;!b||1>b?(b=1,c=0.1):c=0.4*Math.asin(1/b)/(2*Math.PI);return-(b*Math.pow(2,10*(a-=1))*Math.sin((a-c)*2*Math.PI/0.4))},Out:function(a){var c,b=0.1;if(0===a)return 0;if(1===a)return 1;!b||1>b?(b=1,c=0.1):c=0.4*Math.asin(1/b)/(2*Math.PI);return b*Math.pow(2,-10*a)*Math.sin((a-c)*
9 | 2*Math.PI/0.4)+1},InOut:function(a){var c,b=0.1;if(0===a)return 0;if(1===a)return 1;!b||1>b?(b=1,c=0.1):c=0.4*Math.asin(1/b)/(2*Math.PI);return 1>(a*=2)?-0.5*b*Math.pow(2,10*(a-=1))*Math.sin((a-c)*2*Math.PI/0.4):0.5*b*Math.pow(2,-10*(a-=1))*Math.sin((a-c)*2*Math.PI/0.4)+1}},Back:{In:function(a){return a*a*(2.70158*a-1.70158)},Out:function(a){return--a*a*(2.70158*a+1.70158)+1},InOut:function(a){return 1>(a*=2)?0.5*a*a*(3.5949095*a-2.5949095):0.5*((a-=2)*a*(3.5949095*a+2.5949095)+2)}},Bounce:{In:function(a){return 1-
10 | TWEEN.Easing.Bounce.Out(1-a)},Out:function(a){return a<1/2.75?7.5625*a*a:a<2/2.75?7.5625*(a-=1.5/2.75)*a+0.75:a<2.5/2.75?7.5625*(a-=2.25/2.75)*a+0.9375:7.5625*(a-=2.625/2.75)*a+0.984375},InOut:function(a){return 0.5>a?0.5*TWEEN.Easing.Bounce.In(2*a):0.5*TWEEN.Easing.Bounce.Out(2*a-1)+0.5}}};
11 | TWEEN.Interpolation={Linear:function(a,c){var b=a.length-1,d=b*c,e=Math.floor(d),f=TWEEN.Interpolation.Utils.Linear;return 0>c?f(a[0],a[1],d):1b?b:e+1],d-e)},Bezier:function(a,c){var b=0,d=a.length-1,e=Math.pow,f=TWEEN.Interpolation.Utils.Bernstein,h;for(h=0;h<=d;h++)b+=e(1-c,d-h)*e(c,h)*a[h]*f(d,h);return b},CatmullRom:function(a,c){var b=a.length-1,d=b*c,e=Math.floor(d),f=TWEEN.Interpolation.Utils.CatmullRom;return a[0]===a[b]?(0>c&&(e=Math.floor(d=b*(1+c))),f(a[(e-
12 | 1+b)%b],a[e],a[(e+1)%b],a[(e+2)%b],d-e)):0>c?a[0]-(f(a[0],a[0],a[1],a[1],-d)-a[0]):1