stencilbuffer with reflector and postprocess
by GnanaSai
HTML
<script type="importmap">
{
"imports": {
"three": "https://raw.githack.com/mrdoob/three.js/dev/build/three.webgpu.js",
"three/webgpu": "https://raw.githack.com/mrdoob/three.js/dev/build/three.webgpu.js",
"three/tsl": "https://raw.githack.com/mrdoob/three.js/dev/build/three.tsl.js",
"three/addons/": "https://raw.githack.com/mrdoob/three.js/dev/examples/jsm/"
}
}
</script>
CSS
body {
margin: 0px;
}
JavaScript
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { Fn, vec2, vec4, texture, uv, textureBicubic, rangeFogFactor, reflector, time, mx_noise_vec3, positionGeometry, screenUV, color, mrt, output, pass, uniform } from 'three/tsl';
import { anamorphic } from 'three/addons/tsl/display/AnamorphicNode.js';
let mesh, renderer, scene, camera, controls, postProcessing;
init();
function init() {
// renderer
renderer = new THREE.WebGPURenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setAnimationLoop(animate);
document.body.appendChild(renderer.domElement);
renderer.stencil = true;
// const threshold = uniform(1.4);
// const scaleNode = uniform(5);
// const intensity = uniform(1);
// const samples = 64;
// const anamorphicPass = anamorphic(scenePass.getTextureNode(), threshold, scaleNode, samples);
// anamorphicPass.resolutionScale = 1; // 1 = full resolution
// postProcessing = new THREE.PostProcessing(renderer);
// postProcessing.outputNode = scenePass.getTextureNode();
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
// camera
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(20, 20, 20);
//PostProcess
const scenePass = pass(scene, camera);
scenePass.setMRT(mrt({
output,
}));
postProcessing = new THREE.PostProcessing(renderer);
postProcessing.outputNode = scenePass.getTextureNode();
// controls
controls = new OrbitControls(camera, renderer.domElement);
// ambient
scene.add(new THREE.AmbientLight(0x222222));
scene.background = new THREE.Color("#aaaaaa")
// light
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(20, 20, 0);
scene.add(light);
const light1 = new...