├── static
├── .gitkeep
├── cover.jpg
├── background.exr
├── lensDirtTexture.png
├── sphere-transformed.glb
└── digital_painting_golden_hour_sunset.jpg
├── .gitignore
├── package.json
├── vite.config.js
├── src
├── style.css
├── index.html
├── script.js
└── LensFlare.js
├── readme.md
└── LICENSE
/static/.gitkeep:
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1 |
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/.gitignore:
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1 | node_modules
2 | .vercel
3 |
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/static/cover.jpg:
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https://raw.githubusercontent.com/ektogamat/lensflare-threejs-vanilla/HEAD/static/cover.jpg
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/static/background.exr:
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https://raw.githubusercontent.com/ektogamat/lensflare-threejs-vanilla/HEAD/static/background.exr
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/static/lensDirtTexture.png:
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https://raw.githubusercontent.com/ektogamat/lensflare-threejs-vanilla/HEAD/static/lensDirtTexture.png
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/static/sphere-transformed.glb:
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https://raw.githubusercontent.com/ektogamat/lensflare-threejs-vanilla/HEAD/static/sphere-transformed.glb
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/static/digital_painting_golden_hour_sunset.jpg:
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https://raw.githubusercontent.com/ektogamat/lensflare-threejs-vanilla/HEAD/static/digital_painting_golden_hour_sunset.jpg
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/package.json:
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1 | {
2 | "name": "threejs-journey-exercise",
3 | "private": true,
4 | "version": "0.0.0",
5 | "type": "module",
6 | "scripts": {
7 | "dev": "vite",
8 | "build": "vite build",
9 | "deploy": "vercel --prod"
10 | },
11 | "devDependencies": {
12 | "vite": "^4.3.9"
13 | },
14 | "dependencies": {
15 | "lil-gui": "^0.18.1",
16 | "maath": "^0.7.0",
17 | "three": "^0.153.0",
18 | "vercel": "^31.0.4"
19 | }
20 | }
21 |
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/vite.config.js:
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1 | const isCodeSandbox = 'SANDBOX_URL' in process.env || 'CODESANDBOX_HOST' in process.env
2 |
3 | export default {
4 | root: 'src/',
5 | publicDir: '../static/',
6 | base: './',
7 | server:
8 | {
9 | host: true,
10 | open: !isCodeSandbox // Open if it's not a CodeSandbox
11 | },
12 | build:
13 | {
14 | outDir: '../dist',
15 | emptyOutDir: true,
16 | sourcemap: true
17 | }
18 | }
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/src/style.css:
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1 | @import url('https://fonts.googleapis.com/css2?family=Bebas+Neue&display=swap');
2 | * {
3 | margin: 0;
4 | padding: 0;
5 | }
6 |
7 | html,
8 | body {
9 | overflow: hidden;
10 | user-select: none;
11 | font-family: 'Bebas Neue', sans-serif;
12 | }
13 |
14 | .webgl {
15 | position: fixed;
16 | top: 0;
17 | left: 0;
18 | outline: none;
19 | }
20 |
21 | .container {
22 | position: absolute;
23 | top: 80%;
24 | left: 50%;
25 | z-index: 1;
26 | text-align: center;
27 | pointer-events: none;
28 | transform: translate(-50%, -50%);
29 | width: 100%;
30 | line-height: 6em;
31 | color: rgba(255, 255, 255, 0.754);
32 | }
33 |
34 | h1 {
35 | font-size: 12vw;
36 | }
37 |
38 | p {
39 | font-size: 3vw;
40 | }
41 |
42 | a,
43 | small {
44 | color: rgba(255, 255, 255, 0.492);
45 | cursor: pointer;
46 | pointer-events: all;
47 | }
48 |
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/src/index.html:
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1 |
2 |
3 |
4 |
5 |
6 | Lens Flare Vanilla Threejs - By Anderson Mancini
7 |
11 |
12 |
13 |
14 |
18 |
22 |
23 |
24 |
25 |
26 |
27 |
31 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
50 |
51 |
52 |
53 |
54 |
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/readme.md:
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1 | # Lens Flare for Vanilla Threejs
2 |
3 | by Anderson Mancini
4 |
5 | Lens Flare adds the optical aberration caused by the dispersion of light entering the lens through its edges. This one doesn't use any post-processing pipeline and it is very easy to use and customize.
6 |
7 | [](https://lensflare-threejs-vanilla.vercel.app/)
8 |
9 | [See the demo here](https://lensflare-threejs-vanilla.vercel.app/)
10 |
11 | [Check a simple Code Sandbox implementation here](https://codesandbox.io/s/lens-flare-vanilla-threejs-pt4fwr)
12 |
13 | # HOW TO USE?
14 |
15 | #### 1. Download the files component and save it on your project
16 |
17 | [Download the Lens Flare source code](https://gist.githubusercontent.com/ektogamat/23e31dc891bb2859cbe0e89b46e288de/raw/0dc29630f7d841920b2ddb671c34215a052062f0/LensFlare.js) and save into your project
18 |
19 | #### 2. Import the component
20 |
21 | ```js
22 | import { LensFlareEffect, LensFlareParams } from './LensFlare'
23 | ```
24 |
25 | Then add the LensFlare to your Scene
26 |
27 | ```js
28 | const lensFlareEffect = LensFlareEffect()
29 | scene.add(lensFlareEffect)
30 | ```
31 |
32 | That's all you need ✨
33 |
34 | ---
35 |
36 | ### Ignoring occlusion on some objects
37 |
38 | To disable the occlusion effect, simply add `userData={{ lensflare: 'no-occlusion' }}` to your object/mesh. This feature is particularly useful for creating realistic skyboxes in demos. By utilizing this setting, the internal raycaster of Lens Flare will exclude the designated object/mesh from occlusion calculations.
39 |
40 | ### Debud interface
41 |
42 | You can add this to your project to have a debug interface to change the parameters.
43 |
44 | ```js
45 | import * as dat from 'lil-gui'
46 | ```
47 |
48 | ```js
49 | // Debug Lens Flare
50 | const gui = new dat.GUI()
51 | gui.add(lensFlareEffect.material.uniforms.enabled, 'value').name('Enabled?')
52 | gui.add(lensFlareEffect.material.uniforms.followMouse, 'value').name('Follow Mouse?')
53 | gui.add(lensFlareEffect.material.uniforms.starPoints, 'value').name('starPoints').min(0).max(9)
54 | gui.add(lensFlareEffect.material.uniforms.glareSize, 'value').name('glareSize').min(0).max(2)
55 | gui.add(lensFlareEffect.material.uniforms.flareSize, 'value').name('flareSize').min(0).max(0.1).step(0.001)
56 | gui.add(lensFlareEffect.material.uniforms.flareSpeed, 'value').name('flareSpeed').min(0).max(1).step(0.01)
57 | gui.add(lensFlareEffect.material.uniforms.flareShape, 'value').name('flareShape').min(0).max(2).step(0.01)
58 | gui.add(lensFlareEffect.material.uniforms.haloScale, 'value').name('haloScale').min(-0.5).max(1).step(0.01)
59 | gui.add(LensFlareParams, 'opacity').name('opacity').min(0).max(1).step(0.01)
60 | gui.add(lensFlareEffect.material.uniforms.ghostScale, 'value').name('ghostScale').min(0).max(2).step(0.01)
61 | gui.add(lensFlareEffect.material.uniforms.animated, 'value').name('animated')
62 | gui.add(lensFlareEffect.material.uniforms.anamorphic, 'value').name('anamorphic')
63 | gui.add(lensFlareEffect.material.uniforms.secondaryGhosts, 'value').name('secondaryGhosts')
64 | gui.add(lensFlareEffect.material.uniforms.starBurst, 'value').name('starBurst')
65 | gui.add(lensFlareEffect.material.uniforms.aditionalStreaks, 'value').name('aditionalStreaks')
66 | gui.close()
67 | ```
68 |
69 | ### Improving performance
70 |
71 | ⚠️ The `StarBurst` option is very intense for some GPU's to compute. If you have any issues with the performance, you can disable it.
72 |
73 | ### Compatibility
74 |
75 | `Lens Flare` is compatible with all modern browsers that support WebGL 2.0 (WebGL 1 is not supported), using three.js version r153 or later is recommended.
76 |
77 | ### Getting Started using this demo project
78 |
79 | Download and install Node.js on your computer (https://nodejs.org/en/download/).
80 |
81 | Then, open VSCODE, drag the project folder to it. Open VSCODE terminal and install dependencies (you need to do this only in the first time)
82 |
83 | ```shell
84 | npm install
85 | ```
86 |
87 | Run this command in your terminal to open a local server at localhost:3000
88 |
89 | ```shell
90 | npm run dev
91 | ```
92 |
93 | ### License
94 |
95 | A CC0 license is used for this project. You can do whatever you want with it, no attribution is required. However, if you do use it, I'd love to hear about it!
96 |
97 | ### Can you leave a star please?
98 |
99 | I genuinely appreciate your support! If you're willing to show your appreciation, you can give me a star on GitHub 🎉 or consider buying a coffee to support my development at https://www.buymeacoffee.com/andersonmancini. The funds received will be utilized to create more valuable content about Three.js and invest in acquiring new courses. Thank you for your consideration!
100 |
101 | ### Credits
102 |
103 | Hard to remember everything I read to achieve this, but here's a list of resources that have been helpful to me:
104 |
105 | - https://www.shadertoy.com/view/4sK3W3
106 | - https://www.shadertoy.com/view/4sX3Rs
107 | - https://www.shadertoy.com/view/dllSRX
108 | - https://www.shadertoy.com/view/Xlc3D2
109 | - https://www.shadertoy.com/view/XtKfRV
110 | - https://blog.maximeheckel.com/posts/the-study-of-shaders-with-react-three-fiber/
111 | - https://skybox.blockadelabs.com/
112 |
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/src/script.js:
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1 | import * as THREE from 'three'
2 | import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
3 | import * as dat from 'lil-gui'
4 | import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
5 | import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js'
6 | import { EXRLoader } from 'three/examples/jsm/loaders/EXRLoader.js'
7 | import { LensFlareEffect, LensFlareParams } from './LensFlare'
8 |
9 | const dracoLoader = new DRACOLoader()
10 | const loader = new GLTFLoader()
11 | dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/')
12 | dracoLoader.setDecoderConfig({ type: 'js' })
13 | loader.setDRACOLoader(dracoLoader)
14 |
15 |
16 | /**
17 | * Scene
18 | */
19 | const canvas = document.querySelector('canvas.webgl')
20 | const scene = new THREE.Scene()
21 | THREE.ColorManagement.enabled = false
22 |
23 |
24 |
25 | /**
26 | * SkyBox
27 | */
28 | const geometry = new THREE.SphereGeometry(45, 40, 40)
29 | const texture = new THREE.TextureLoader().load('digital_painting_golden_hour_sunset.jpg')
30 | texture.flipY = true
31 | const material = new THREE.MeshBasicMaterial({ map: texture, side: THREE.BackSide, depthTest: false })
32 |
33 | const skyBox = new THREE.Mesh(geometry, material)
34 | skyBox.userData = 'no-occlusion'
35 | scene.add(skyBox)
36 |
37 | /**
38 | * SphereTest
39 | */
40 | let params = {enableMeshes: true}
41 |
42 | const sphereTest = new THREE.SphereGeometry(1, 40, 40)
43 | const materialTest = new THREE.MeshPhysicalMaterial({ transmission: 1, thickness: 0.3, ior: 1.64, color: 'orange', roughness: 0.2, side: THREE.DoubleSide })
44 | const spereTestMesh = new THREE.Mesh(sphereTest, materialTest)
45 | materialTest.envMapIntensity = 3
46 | spereTestMesh.position.x = 4.5
47 | scene.add(spereTestMesh)
48 |
49 | /**
50 | * SphereTestMetal
51 | */
52 | const sphereTestMetal = new THREE.SphereGeometry(1, 40, 40)
53 | const materialTestMetal = new THREE.MeshPhysicalMaterial({metalness: 0.9, roughness: 0.25 })
54 | const spereTestMeshMetal = new THREE.Mesh(sphereTestMetal, materialTestMetal)
55 | materialTest.envMapIntensity = 3
56 | spereTestMeshMetal.position.x = 8.5
57 | scene.add(spereTestMeshMetal)
58 |
59 | /**
60 | * SphereTestTransparent
61 | */
62 | const sphereTestTransparent = new THREE.SphereGeometry(1, 40, 40)
63 | // const materialTestTransparent = new THREE.MeshPhysicalMaterial({ transmission: 0, thickness: 0.3, ior: 1.9, color: 'orange', roughness: 0.2, transparent: true, opacity: 0.2, side: THREE.DoubleSide })
64 | // const materialTestTransparent = new THREE.MeshPhysicalMaterial({ transmission: 0.8, thickness: 0.3, ior: 1.9, color: 'orange', roughness: 0.2, transparent: true, opacity: 0.87, side: THREE.DoubleSide })
65 | // const materialTestTransparent = new THREE.MeshPhysicalMaterial({Transparent: 0.9, roughness: 0.25 })
66 | const materialTestTransparent = new THREE.MeshPhongMaterial({ color: '#333634', transparent: true, opacity: 0.7 })
67 | const spereTestMeshTransparent = new THREE.Mesh(sphereTestTransparent, materialTestTransparent)
68 | materialTest.envMapIntensity = 3
69 | spereTestMeshTransparent.position.x = 6.5
70 | scene.add(spereTestMeshTransparent)
71 |
72 | /**
73 | * SphereTest
74 | */
75 | const sphereTestDenseGlass = new THREE.SphereGeometry(1, 40, 40)
76 | const materialTestDenseGlass = new THREE.MeshPhysicalMaterial({ transmission: 0.4, thickness: 0.2, clearcoat: 0.5, ior: 1.1, color: '#1c1036', roughness: 0.2, envMapIntensity: 20, side: THREE.DoubleSide })
77 | const spereTestMeshDenseGlass = new THREE.Mesh(sphereTestDenseGlass, materialTestDenseGlass)
78 | materialTestDenseGlass.envMapIntensity = 3
79 | spereTestMeshDenseGlass.position.x = 10.5
80 | scene.add(spereTestMeshDenseGlass)
81 |
82 |
83 | /**
84 | * ScreenResolution
85 | */
86 | const screenRes = {
87 | width: window.innerWidth,
88 | height: window.innerHeight,
89 | }
90 |
91 | window.addEventListener('resize', () => {
92 | // Update screenRes
93 | screenRes.width = window.innerWidth
94 | screenRes.height = window.innerHeight
95 |
96 | // Update camera
97 | camera.aspect = screenRes.width / screenRes.height
98 | camera.updateProjectionMatrix()
99 |
100 | // Update renderer
101 | renderer.setSize(screenRes.width, screenRes.height)
102 | renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
103 | })
104 |
105 | /**
106 | * Camera
107 | */
108 | const camera = new THREE.PerspectiveCamera(45, screenRes.width / screenRes.height, 0.1, 1000)
109 | camera.position.z = 8.5
110 | scene.add(camera)
111 |
112 | // Controls
113 | const controls = new OrbitControls(camera, canvas)
114 | controls.enableDamping = true
115 | controls.maxDistance = 20
116 |
117 | /**
118 | * Lights
119 | */
120 | const light = new THREE.DirectionalLight()
121 | light.intensity = 1
122 | light.position.set(-20, 20, 50)
123 | scene.add(light)
124 |
125 | const ambientLight = new THREE.AmbientLight()
126 | ambientLight.intensity = 0.9
127 | scene.add(ambientLight)
128 |
129 | /**
130 | * Renderer
131 | */
132 | const renderer = new THREE.WebGLRenderer({
133 | canvas: canvas,
134 | })
135 | renderer.outputColorSpace = THREE.LinearSRGBColorSpace
136 | renderer.setSize(screenRes.width, screenRes.height)
137 | renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
138 |
139 | let newEnvMap
140 |
141 | new EXRLoader().load('background.exr', function (texture) {
142 | const exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture)
143 | newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null
144 | loadObjectAndAndEnvMap()
145 | texture.dispose()
146 | })
147 |
148 | const pmremGenerator = new THREE.PMREMGenerator(renderer)
149 | pmremGenerator.compileEquirectangularShader()
150 |
151 | function loadObjectAndAndEnvMap() {
152 | scene.environment = newEnvMap
153 | }
154 |
155 | let glassDome
156 | loader.load('sphere-transformed.glb', function (gltf) {
157 | glassDome = gltf.scene
158 |
159 | const glassDomeMaterial = glassDome.children[0].material
160 | let domeMaterial = glassDome.children[1].material
161 | domeMaterial.roughness = 0.6
162 |
163 | glassDomeMaterial.iridescence = 0.7
164 | glassDomeMaterial.iridescenceIOR = 3.46
165 | glassDomeMaterial.thickness = 0.05
166 | glassDomeMaterial.ior = 1.4
167 | glassDomeMaterial.side = THREE.DoubleSide
168 | glassDomeMaterial.roughness = 0.15
169 | glassDomeMaterial.clearcoat = 1
170 | glassDomeMaterial.metalness = 0.22
171 |
172 | glassDome.scale.set(0.7, 0.7, 0.7)
173 |
174 | scene.add(glassDome)
175 | glassDome.children[0].visible = true
176 | glassDome.children[1].visible = true
177 | })
178 |
179 | /**
180 | * Lens Flare
181 | */
182 | const lensFlareEffect = LensFlareEffect()
183 | scene.add(lensFlareEffect)
184 |
185 | // Debug Lens Flare
186 | const gui = new dat.GUI()
187 | gui.add(lensFlareEffect.material.uniforms.enabled, 'value').name('Enabled?')
188 | gui.add(lensFlareEffect.material.uniforms.followMouse, 'value').name('Follow Mouse?')
189 | gui.add(lensFlareEffect.material.uniforms.starPoints, 'value').name('starPoints').min(0).max(9).step(1)
190 | gui.add(lensFlareEffect.material.uniforms.glareSize, 'value').name('glareSize').min(0).max(2)
191 | gui.add(lensFlareEffect.material.uniforms.flareSize, 'value').name('flareSize').min(0).max(0.1).step(0.001)
192 | gui.add(lensFlareEffect.material.uniforms.flareSpeed, 'value').name('flareSpeed').min(0).max(1).step(0.01)
193 | gui.add(lensFlareEffect.material.uniforms.flareShape, 'value').name('flareShape').min(0).max(2).step(0.01)
194 | gui.add(lensFlareEffect.material.uniforms.haloScale, 'value').name('haloScale').min(-0.5).max(1).step(0.01)
195 | gui.add(LensFlareParams, 'opacity').name('opacity').min(0).max(1).step(0.01)
196 | gui.add(lensFlareEffect.material.uniforms.ghostScale, 'value').name('ghostScale').min(0).max(2).step(0.01)
197 | gui.add(lensFlareEffect.material.uniforms.animated, 'value').name('animated')
198 | gui.add(lensFlareEffect.material.uniforms.anamorphic, 'value').name('anamorphic')
199 | gui.add(lensFlareEffect.material.uniforms.secondaryGhosts, 'value').name('secondaryGhosts')
200 | gui.add(lensFlareEffect.material.uniforms.starBurst, 'value').name('starBurst')
201 | gui.add(lensFlareEffect.material.uniforms.aditionalStreaks, 'value').name('aditionalStreaks')
202 |
203 | // Debug Meshes (Demo scene only)
204 | gui.add(params, 'enableMeshes').name('Debug meshes (demo)?').onChange(update)
205 | function update(){
206 | spereTestMesh.visible = params.enableMeshes
207 | spereTestMeshMetal.visible = params.enableMeshes
208 | spereTestMeshTransparent.visible = params.enableMeshes
209 | spereTestMeshDenseGlass.visible = params.enableMeshes
210 | if (glassDome){
211 | glassDome.children[0].visible = params.enableMeshes
212 | glassDome.children[1].visible = params.enableMeshes
213 | }
214 | }
215 | update()
216 |
217 | gui.close()
218 |
219 | /**
220 | * Animate
221 | */
222 | const clock = new THREE.Clock()
223 | const tick = () => {
224 | controls.update()
225 |
226 | renderer.render(scene, camera)
227 |
228 | if (glassDome) {
229 | glassDome.rotation.y += 0.004
230 | glassDome.rotation.x += 0.002
231 | glassDome.position.y = Math.sin(clock.getElapsedTime()) / 4.3
232 | }
233 |
234 | window.requestAnimationFrame(tick)
235 | }
236 |
237 | tick()
238 |
--------------------------------------------------------------------------------
/src/LensFlare.js:
--------------------------------------------------------------------------------
1 | /**
2 | * Lens Flare by Anderson Mancini
3 | * Based on: https://github.com/ektogamat/R3F-Ultimate-Lens-Flare
4 | */
5 | import * as THREE from 'three'
6 | import { easing } from 'maath'
7 | export let LensFlareParams = {}
8 |
9 | /**
10 | * @param {Boolean | undefined} enabled Enable or disable the effect
11 | * @param {THREE.Vector3 | undefined} lensPosition The lens position in Vector3 format
12 | * @param {Number | undefined} opacity The opacity for this effect
13 | * @param {THREE.Color | undefined} colorGain The colorGain in RGB format
14 | * @param {Number | undefined} starPoints The integer number of star points
15 | * @param {Number | undefined} glareSize The float number of glare size
16 | * @param {Number | undefined} flareSize The float number of flare size
17 | * @param {Number | undefined} flareSpeed The float number of the flare animation speed. Set 0 to disable
18 | * @param {Number | undefined} flareShape The float number to define the flare shape. Higher number sharper
19 | * @param {Number | undefined} haloScale The float number to define the halo of startBurst scale
20 | * @param {Boolean | undefined} animated Enable or disable the flare rotation animation
21 | * @param {Boolean | undefined} anamorphic Enable or disable the anamorphic flare shape
22 | * @param {Boolean | undefined} secondaryGhosts Enable or disable the secondary ghosts
23 | * @param {Boolean | undefined} starBurst Enable or disable the star burst. Disable for better performance
24 | * @param {Number | undefined} ghostScale The float number of the ghosts scale
25 | * @param {Boolean | undefined} aditionalStreaks Enable or disable the aditional streaks
26 | * @param {Boolean | undefined} followMouse Enable or disable follow mouse lens flare
27 | */
28 |
29 | export function LensFlareEffect(
30 | enabled,
31 | lensPosition,
32 | opacity,
33 | colorGain,
34 | starPoints,
35 | glareSize,
36 | flareSize,
37 | flareSpeed,
38 | flareShape,
39 | haloScale,
40 | animated,
41 | anamorphic,
42 | secondaryGhosts,
43 | starBurst,
44 | ghostScale,
45 | aditionalStreaks,
46 | followMouse
47 | ) {
48 | LensFlareParams = {
49 | enabled: enabled != undefined ? enabled : true,
50 | lensPosition: lensPosition != undefined ? lensPosition : new THREE.Vector3(25, 2, -40),
51 | opacity: opacity != undefined ? opacity : 0.8,
52 | colorGain: colorGain != undefined ? colorGain : new THREE.Color(95, 12, 10),
53 | starPoints: starPoints != undefined ? starPoints : 5.0,
54 | glareSize: glareSize != undefined ? glareSize : 0.55,
55 | flareSize: flareSize != undefined ? flareSize : 0.004,
56 | flareSpeed: flareSpeed != undefined ? flareSpeed : 0.4,
57 | flareShape: flareShape != undefined ? flareShape : 1.2,
58 | haloScale: haloScale != undefined ? haloScale : 0.5,
59 | animated: animated != undefined ? animated : true,
60 | anamorphic: anamorphic != undefined ? anamorphic : false,
61 | secondaryGhosts: secondaryGhosts != undefined ? secondaryGhosts : true,
62 | starBurst: starBurst != undefined ? starBurst : true,
63 | ghostScale: ghostScale != undefined ? ghostScale : 0.3,
64 | aditionalStreaks: aditionalStreaks != undefined ? aditionalStreaks : true,
65 | followMouse: followMouse != undefined ? followMouse : false,
66 | }
67 |
68 | const clock = new THREE.Clock()
69 | const screenPosition = LensFlareParams.lensPosition
70 | const viewport = new THREE.Vector4()
71 | const oldOpacity = LensFlareParams.opacity
72 |
73 | let internalOpacity = oldOpacity
74 | let flarePosition = new THREE.Vector3()
75 | const raycaster = new THREE.Raycaster()
76 |
77 | const lensFlareMaterial = new THREE.ShaderMaterial({
78 | uniforms: {
79 | iTime: { value: 0 },
80 | iResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
81 | lensPosition: { value: new THREE.Vector2(0, 0) },
82 | enabled: { value: LensFlareParams.enabled },
83 | colorGain: { value: LensFlareParams.colorGain },
84 | starPoints: { value: LensFlareParams.starPoints },
85 | glareSize: { value: LensFlareParams.glareSize },
86 | flareSize: { value: LensFlareParams.flareSize },
87 | flareSpeed: { value: LensFlareParams.flareSpeed },
88 | flareShape: { value: LensFlareParams.flareShape },
89 | haloScale: { value: LensFlareParams.haloScale },
90 | opacity: { value: internalOpacity },
91 | animated: { value: LensFlareParams.animated },
92 | anamorphic: { value: LensFlareParams.anamorphic },
93 | secondaryGhosts: { value: LensFlareParams.secondaryGhosts },
94 | starBurst: { value: LensFlareParams.starBurst },
95 | ghostScale: { value: LensFlareParams.ghostScale },
96 | aditionalStreaks: { value: LensFlareParams.aditionalStreaks },
97 | followMouse: { value: LensFlareParams.followMouse },
98 | lensDirtTexture: { value: new THREE.TextureLoader().load('https://i.ibb.co/c3x4dBy/lens-Dirt-Texture.jpg') },
99 | },
100 | /*GLSL */
101 | fragmentShader: `
102 |
103 | // Based on https://www.shadertoy.com/view/4sX3Rs
104 | uniform float iTime;
105 | uniform vec2 lensPosition;
106 | uniform vec2 iResolution;
107 | uniform vec3 colorGain;
108 | uniform float starPoints;
109 | uniform float glareSize;
110 | uniform float flareSize;
111 | uniform float flareSpeed;
112 | uniform float flareShape;
113 | uniform float haloScale;
114 | uniform float opacity;
115 | uniform bool animated;
116 | uniform bool anamorphic;
117 | uniform bool enabled;
118 | uniform bool secondaryGhosts;
119 | uniform bool starBurst;
120 | uniform float ghostScale;
121 | uniform bool aditionalStreaks;
122 | uniform sampler2D lensDirtTexture;
123 | varying vec2 vUv;
124 |
125 | float uDispersal = 0.3;
126 | float uHaloWidth = 0.6;
127 | float uDistortion = 1.5;
128 | float uBrightDark = 0.5;
129 | vec2 vTexCoord;
130 |
131 |
132 | float rand(float n){return fract(sin(n) * 43758.5453123);}
133 |
134 | float noise(float p){
135 | float fl = floor(p);
136 | float fc = fract(p);
137 | return mix(rand(fl),rand(fl + 1.0), fc);
138 | }
139 |
140 | vec3 hsv2rgb(vec3 c)
141 | {
142 | vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
143 | vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www);
144 | return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y);
145 | }
146 |
147 | float saturate2(float x)
148 | {
149 | return clamp(x, 0.,1.);
150 | }
151 |
152 |
153 | vec2 rotateUV(vec2 uv, float rotation)
154 | {
155 | return vec2(
156 | cos(rotation) * uv.x + sin(rotation) * uv.y,
157 | cos(rotation) * uv.y - sin(rotation) * uv.x
158 | );
159 | }
160 |
161 | // Based on https://www.shadertoy.com/view/XtKfRV
162 | vec3 drawflare(vec2 p, float intensity, float rnd, float speed, int id)
163 | {
164 | float flarehueoffset = (1. / 32.) * float(id) * 0.1;
165 | float lingrad = distance(vec2(0.), p);
166 | float expgrad = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33));
167 | vec3 colgrad = hsv2rgb(vec3( fract( (expgrad * 8.) + speed * flareSpeed + flarehueoffset), pow(1.-abs(expgrad*2.-1.), 0.45), 20.0 * expgrad * intensity)); //rainbow spectrum effect
168 |
169 | float internalStarPoints;
170 |
171 | if(anamorphic){
172 | internalStarPoints = 1.0;
173 | } else{
174 | internalStarPoints = starPoints;
175 | }
176 |
177 | float blades = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y))); //draw 6 blades
178 |
179 | float comp = pow(1.-saturate2(blades), ( anamorphic ? 100. : 12.));
180 | comp += saturate2(expgrad-0.9) * 3.;
181 | comp = pow(comp * expgrad, 8. + (1.-intensity) * 5.);
182 |
183 | if(flareSpeed > 0.0){
184 | return vec3(comp) * colgrad;
185 | } else{
186 | return vec3(comp) * flareSize * 15.;
187 | }
188 | }
189 |
190 | float dist(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); }
191 |
192 | float glare(vec2 uv, vec2 pos, float size)
193 | {
194 | vec2 main;
195 |
196 | if(animated){
197 | main = rotateUV(uv-pos, iTime * 0.1);
198 | } else{
199 | main = uv-pos;
200 | }
201 |
202 | float ang = atan(main.y, main.x) * (anamorphic ? 1.0 : starPoints);
203 | float dist = length(main);
204 | dist = pow(dist, .9);
205 |
206 | float f0 = 1.0/(length(uv-pos)*(1.0/size*16.0)+.2);
207 |
208 | return f0+f0*(sin((ang))*.2 +.3);
209 | }
210 |
211 | //https://www.shadertoy.com/view/Xd2GR3
212 | float sdHex(vec2 p){
213 | p = abs(p);
214 | vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503);
215 | return dot(step(q.xy,q.yx), 1.0-q.yx);
216 | }
217 |
218 | //fakes x^n for specular effects (k is 0-1)
219 | float fpow(float x, float k){
220 | return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0;
221 | }
222 |
223 | vec3 renderhex(vec2 uv, vec2 p, float s, vec3 col){
224 | uv -= p;
225 | if (abs(uv.x) < 0.2*s && abs(uv.y) < 0.2*s){
226 | return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(uv/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(uv*20.0/s)));
227 | }
228 | return vec3(0);
229 | }
230 |
231 | vec3 LensFlare(vec2 uv, vec2 pos)
232 | {
233 | vec2 main = uv-pos;
234 | vec2 uvd = uv*(length(uv));
235 |
236 | float ang = atan(main.x,main.y);
237 |
238 | float f0 = .3/(length(uv-pos)*16.0+1.0);
239 |
240 | f0 = f0*(sin(noise(sin(ang*3.9-(animated ? iTime : 0.0) * 0.3) * starPoints))*.2 );
241 |
242 | float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0;
243 |
244 | float f2 = max(.9/(10.0+32.0*pow(length(uvd+0.99*pos),2.0)),.0)*0.35;
245 | float f22 = max(.9/(11.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*0.23;
246 | float f23 = max(.9/(12.0+32.0*pow(length(uvd+0.95*pos),2.0)),.0)*0.6;
247 |
248 | vec2 uvx = mix(uv,uvd, 0.1);
249 |
250 | float f4 = max(0.01-pow(length(uvx+0.4*pos),2.9),.0)*4.02;
251 | float f42 = max(0.0-pow(length(uvx+0.45*pos),2.9),.0)*4.1;
252 | float f43 = max(0.01-pow(length(uvx+0.5*pos),2.9),.0)*4.6;
253 |
254 | uvx = mix(uv,uvd,-.4);
255 |
256 | float f5 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0;
257 | float f52 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0;
258 | float f53 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0;
259 |
260 | uvx = mix(uv,uvd, 2.1);
261 |
262 | float f6 = max(0.01-pow(length(uvx-0.3*pos),1.61),.0)*3.159;
263 | float f62 = max(0.01-pow(length(uvx-0.325*pos),1.614),.0)*3.14;
264 | float f63 = max(0.01-pow(length(uvx-0.389*pos),1.623),.0)*3.12;
265 |
266 | vec3 c = vec3(glare(uv,pos, glareSize));
267 |
268 | vec2 prot;
269 |
270 | if(animated){
271 | prot = rotateUV(uv - pos, (iTime * 0.1));
272 | } else if(anamorphic){
273 | prot = rotateUV(uv - pos, 1.570796);
274 | } else {
275 | prot = uv - pos;
276 | }
277 |
278 | c += drawflare(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, iTime, 1);
279 |
280 | c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63;
281 | c = c*1.3 * vec3(length(uvd)+.09); // Vignette
282 | c+=vec3(f0);
283 |
284 | return c;
285 | }
286 |
287 | vec3 cc(vec3 color, float factor,float factor2)
288 | {
289 | float w = color.x+color.y+color.z;
290 | return mix(color,vec3(w)*factor,w*factor2);
291 | }
292 |
293 | float rnd(vec2 p)
294 | {
295 | float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2));
296 | return f;
297 | }
298 |
299 | float rnd(float w)
300 | {
301 | float f = fract(sin(w)*1000.);
302 | return f;
303 | }
304 |
305 | float regShape(vec2 p, int N)
306 | {
307 | float f;
308 |
309 | float a=atan(p.x,p.y)+.2;
310 | float b=6.28319/float(N);
311 | f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale);
312 |
313 | return f;
314 | }
315 |
316 | // Based on https://www.shadertoy.com/view/Xlc3D2
317 | vec3 circle(vec2 p, float size, float decay, vec3 color, vec3 color2, float dist, vec2 mouse)
318 | {
319 | float l = length(p + mouse*(dist*2.))+size/2.;
320 | float l2 = length(p + mouse*(dist*4.))+size/3.;
321 |
322 | float c = max(0.04-pow(length(p + mouse*dist), size*ghostScale), 0.0)*10.;
323 | float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.;
324 | float c2 = max(0.09/pow(length(p-mouse*dist/.5)*1., .95), 0.0)/20.;
325 | float s = max(0.02-pow(regShape(p*5. + mouse*dist*5. + decay, 6) , 1.), 0.0)*1.5;
326 |
327 | color = cos(vec3(colorGain)*16. + dist/8.)*0.5+.5;
328 | vec3 f = c*color;
329 | f += c1*color;
330 | f += c2*color;
331 | f += s*color;
332 | return f;
333 | }
334 |
335 | vec4 getLensColor(float x){
336 | return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.),
337 | vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)),
338 | vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)),
339 | vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)),
340 | vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)),
341 | vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)),
342 | vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)),
343 | vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)),
344 | vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)),
345 | vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)),
346 | vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)),
347 | vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)),
348 | vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)),
349 | vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)),
350 | vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)),
351 | vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))),
352 | 1.0);
353 | }
354 |
355 | float dirtNoise(vec2 p){
356 | vec2 f = fract(p);
357 | f = (f * f) * (3.0 - (2.0 * f));
358 | float n = dot(floor(p), vec2(1.0, 157.0));
359 | vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123);
360 | return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y);
361 | }
362 |
363 | float fbm(vec2 p){
364 | const mat2 m = mat2(0.80, -0.60, 0.60, 0.80);
365 | float f = 0.0;
366 | f += 0.5000*dirtNoise(p); p = m*p*2.02;
367 | f += 0.2500*dirtNoise(p); p = m*p*2.03;
368 | f += 0.1250*dirtNoise(p); p = m*p*2.01;
369 | f += 0.0625*dirtNoise(p);
370 | return f/0.9375;
371 | }
372 | vec4 getLensStar(vec2 p){
373 | vec2 pp = (p - vec2(0.5)) * 2.0;
374 | float a = atan(pp.y, pp.x);
375 | vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0));
376 | float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159);
377 | vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6));
378 | c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275;
379 | return vec4(vec3(c * 1.0), d);
380 | }
381 |
382 | vec4 getLensDirt(vec2 p){
383 | p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825;
384 | vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))),
385 | smoothstep(0.4, 0.0, length(p - vec2(0.75)))),
386 | smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125))))));
387 | o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5;
388 | o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5;
389 | o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25;
390 | o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0;
391 | o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75;
392 | o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5;
393 | return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0);
394 | }
395 |
396 | vec4 textureLimited(sampler2D tex, vec2 texCoord){
397 | if(((texCoord.x < 0.) || (texCoord.y < 0.)) || ((texCoord.x > 1.) || (texCoord.y > 1.))){
398 | return vec4(0.0);
399 | }else{
400 | return texture(tex, texCoord);
401 | }
402 | }
403 |
404 | vec4 textureDistorted(sampler2D tex, vec2 texCoord, vec2 direction, vec3 distortion) {
405 | return vec4(textureLimited(tex, (texCoord + (direction * distortion.r))).r,
406 | textureLimited(tex, (texCoord + (direction * distortion.g))).g,
407 | textureLimited(tex, (texCoord + (direction * distortion.b))).b,
408 | 1.0);
409 | }
410 |
411 | vec4 getStartBurst(){
412 | vec2 aspectTexCoord = vec2(1.0) - (((vTexCoord - vec2(0.5)) * vec2(1.0)) + vec2(0.5));
413 | vec2 texCoord = vec2(1.0) - vTexCoord;
414 | vec2 ghostVec = (vec2(0.5) - texCoord) * uDispersal - lensPosition;
415 | vec2 ghostVecAspectNormalized = normalize(ghostVec * vec2(1.0)) * vec2(1.0);
416 | vec2 haloVec = normalize(ghostVec) * uHaloWidth;
417 | vec2 haloVecAspectNormalized = ghostVecAspectNormalized * uHaloWidth;
418 | vec2 texelSize = vec2(1.0) / vec2(iResolution.xy);
419 | vec3 distortion = vec3(-(texelSize.x * uDistortion), 0.2, texelSize.x * uDistortion);
420 | vec4 c = vec4(0.0);
421 | for (int i = 0; i < 8; i++) {
422 | vec2 offset = texCoord + (ghostVec * float(i));
423 | c += textureDistorted(lensDirtTexture, offset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0);
424 | }
425 | vec2 haloOffset = texCoord + haloVecAspectNormalized;
426 | return (c * getLensColor((length(vec2(0.5) - aspectTexCoord) / length(vec2(haloScale))))) +
427 | (textureDistorted(lensDirtTexture, haloOffset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - haloOffset) / length(vec2(0.5)))), 10.0));
428 | }
429 |
430 | void main()
431 | {
432 | vec2 uv = vUv;
433 | vec2 myUV = uv -0.5;
434 | myUV.y *= iResolution.y/iResolution.x;
435 | vec2 mouse = lensPosition * 0.5;
436 | mouse.y *= iResolution.y/iResolution.x;
437 |
438 | //First LensFlarePass
439 | vec3 finalColor = LensFlare(myUV, mouse) * 20.0 * colorGain / 256.;
440 |
441 | //Aditional Streaks
442 | if(aditionalStreaks){
443 | vec3 circColor = vec3(0.9, 0.2, 0.1);
444 | vec3 circColor2 = vec3(0.3, 0.1, 0.9);
445 |
446 | for(float i=0.;i<10.;i++){
447 | finalColor += circle(myUV, pow(rnd(i*2000.)*2.8, .1)+1.41, 0.0, circColor+i , circColor2+i, rnd(i*20.)*3.+0.2-.5, lensPosition);
448 | }
449 | }
450 |
451 | //Alternative Ghosts
452 | if(secondaryGhosts){
453 | vec3 altGhosts = vec3(0.1);
454 | altGhosts += renderhex(myUV, -lensPosition*0.25, ghostScale * 1.4, vec3(0.03)* colorGain);
455 | altGhosts += renderhex(myUV, lensPosition*0.25, ghostScale * 0.5, vec3(0.03)* colorGain);
456 | altGhosts += renderhex(myUV, lensPosition*0.1, ghostScale * 1.6,vec3(0.03)* colorGain);
457 | altGhosts += renderhex(myUV, lensPosition*1.8, ghostScale * 2.0, vec3(0.03)* colorGain);
458 | altGhosts += renderhex(myUV, lensPosition*1.25, ghostScale * 0.8, vec3(0.03)* colorGain);
459 | altGhosts += renderhex(myUV, -lensPosition*1.25, ghostScale * 5.0, vec3(0.03)* colorGain);
460 |
461 | //Circular ghost
462 | altGhosts += fpow(1.0 - abs(distance(lensPosition*0.8,myUV) - 0.5),0.985)*vec3(.1);
463 | altGhosts += fpow(1.0 - abs(distance(lensPosition*0.4,myUV) - 0.2),0.994)*vec3(.05);
464 | finalColor += altGhosts;
465 | }
466 |
467 |
468 | //Starburst
469 | if(starBurst){
470 | vTexCoord = myUV + 0.5;
471 | vec4 lensMod = getLensDirt(myUV);
472 | float tooBright = 1.0 - (clamp(uBrightDark, 0.0, 0.5) * 2.0);
473 | float tooDark = clamp(uBrightDark - 0.5, 0.0, 0.5) * 2.0;
474 | lensMod += mix(lensMod, pow(lensMod * 2.0, vec4(2.0)) * 0.5, tooBright);
475 | float lensStarRotationAngle = ((myUV.x + myUV.y)) * (1.0 / 6.0);
476 | vec2 lensStarTexCoord = (mat2(cos(lensStarRotationAngle), -sin(lensStarRotationAngle), sin(lensStarRotationAngle), cos(lensStarRotationAngle)) * vTexCoord);
477 | lensMod += getLensStar(lensStarTexCoord) * 2.;
478 |
479 | finalColor += clamp((lensMod.rgb * getStartBurst().rgb ), 0.01, 1.0);
480 | }
481 |
482 | //Final composed output
483 | if(enabled){
484 |
485 | gl_FragColor = vec4(finalColor, mix(finalColor, -vec3(.15), 0.5) * opacity);
486 |
487 | #include
488 | #include
489 | }
490 | }
491 | `,
492 |
493 | /* GLSL */
494 | vertexShader: `
495 | varying vec2 vUv;
496 | void main() {
497 | vUv = uv;
498 |
499 | gl_Position = vec4(position, 1.0);
500 |
501 | }`,
502 | transparent: true,
503 | depthWrite: false,
504 | depthTest: false,
505 | blending: THREE.AdditiveBlending,
506 | name: 'LensFlareShader',
507 | })
508 |
509 | lensFlareMaterial.onBeforeRender = function (renderer, scene, camera) {
510 | const elapsedTime = clock.getElapsedTime()
511 |
512 | renderer.getCurrentViewport(viewport)
513 | lensFlareContainer.lookAt(camera)
514 |
515 | lensFlareMaterial.uniforms.iResolution.value.set(viewport.z, viewport.w)
516 |
517 | if (lensFlareMaterial.uniforms.followMouse.value === true) {
518 | lensFlareMaterial.uniforms.lensPosition.value.set(mouse.x, mouse.y)
519 | } else {
520 | const projectedPosition = screenPosition.clone()
521 | projectedPosition.project(camera)
522 |
523 | flarePosition.x = projectedPosition.x
524 | flarePosition.y = projectedPosition.y
525 | flarePosition.z = projectedPosition.z
526 |
527 | if (flarePosition.z < 1) {
528 | lensFlareMaterial.uniforms.lensPosition.value.set(flarePosition.x, flarePosition.y)
529 | }
530 |
531 | raycaster.setFromCamera(projectedPosition, camera)
532 | const intersects = raycaster.intersectObjects(scene.children, true)
533 | checkTransparency(intersects)
534 | }
535 |
536 | lensFlareMaterial.uniforms.iTime.value = elapsedTime
537 | easing.damp(lensFlareMaterial.uniforms.opacity, 'value', internalOpacity, 0.007, clock.getDelta())
538 | }
539 |
540 | /**
541 | * Transparency check
542 | */
543 | function checkTransparency(intersects) {
544 | if (intersects[0]) {
545 | if (intersects[0].object) {
546 | if (intersects[0].object.visible) {
547 | // console.log(intersects[0].object)
548 | if (intersects[0].object.material.transmission) {
549 | if (intersects[0].object.material.transmission > 0.2) {
550 | internalOpacity = oldOpacity * (intersects[0].object.material.transmission * 0.5)
551 | } else {
552 | internalOpacity = 0
553 | }
554 | } else if (intersects[0].object.material.transmission === 0) {
555 | internalOpacity = 0
556 | } else if (intersects[0].object.material.transmission === undefined) {
557 | if (intersects[0].object.material.transparent) {
558 | if (intersects[0].object.material.opacity < 0.98) {
559 | internalOpacity = oldOpacity / (intersects[0].object.material.opacity * 10)
560 | }
561 | } else {
562 | if (intersects[0].object.userData === 'no-occlusion') {
563 | internalOpacity = oldOpacity
564 | } else {
565 | internalOpacity = 0
566 | }
567 | }
568 | }
569 | }
570 | }
571 | } else {
572 | internalOpacity = oldOpacity
573 | }
574 | }
575 |
576 | /**
577 | * Mouse
578 | */
579 | const mouse = new THREE.Vector2()
580 |
581 | window.addEventListener('mousemove', (event) => {
582 | mouse.x = (event.clientX / window.innerWidth) * 2 - 1
583 | mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
584 | })
585 |
586 | const lensFlareContainer = new THREE.Mesh(new THREE.PlaneGeometry(2, 2, 1, 1), lensFlareMaterial)
587 |
588 | return lensFlareContainer
589 | }
590 |
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