hw7 helper
RTT->monochromed- textured polygon
by k6e2n0t12
HTML
<div id="info">Render to Texture
<br> hw7: monochrome
<br> I want to add a colored focus
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r76/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script src="//cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.min.js"></script>
<script id="myVertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
vUv = uv;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
uniform sampler2D texture;
varying vec2 vUv;
uniform float fade;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 color = texture2D (texture, vUv);
vec3 hsv = rgb2hsv (color.rgb);
hsv.y /= pow(2.,fade);
vec3 rgb = hsv2rgb (hsv.xyz);
gl_FragColor = vec4 (rgb, 1.0);
}
</script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 10px;
position: absolute;
}
#info {
position: absolute;
top: 3%;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
JavaScript
var renderer, camera, controls;
var pointLight;
var scene, sceneRTT, rtTexture, torus;
var rttmaterial, quad;
var camera2;
init();
animate();
function init()
{
rtTexture = new THREE.WebGLRenderTarget(
1024,1024,
{ minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat }
);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize (window.innerWidth, window.innerHeight);
document.body.appendChild (renderer.domElement);
renderer.setClearColor (0x888888);
renderer.autoClear = false;
camera = new THREE.PerspectiveCamera (45, window.innerWidth/window.innerHeight, 0.1, 10000);
camera.position.y = 0;
camera.position.z = 300;
camera.lookAt (new THREE.Vector3(0,0,0));
camera2 = new THREE.OrthographicCamera (-100,100,100,-100, -100,100);
// add control here (after the camera is defined)
controls = new THREE.OrbitControls (camera, renderer.domElement);
//////////////////////////////////////////////////////////////////////////
var testCube = new THREE.Mesh( new THREE.BoxGeometry( 50, 50, 50 ), new THREE.MeshBasicMaterial( {color: 0x00ff00} ) );
torus = new THREE.Mesh (new THREE.TorusGeometry(10, 3, 16, 100),
new THREE.MeshLambertMaterial({colorWrite:false}));
torus.scale.set (10,10,10);
torus.rotation.x = Math.PI/2;
torusColor = new THREE.Mesh (new THREE.TorusGeometry(10, 3, 16, 100),
new THREE.MeshLambertMaterial({color:0x00ffff}));
torusColor.scale.set (10,10,10);
torusColor.rotation.x = Math.PI/2;
var floor = new THREE.Mesh (new THREE.PlaneGeometry( 300,300 ),
new THREE.MeshLambertMaterial({colorWrite:false,side : THREE.DoubleSide}));
floor.position.set(0,-26,0);
floor.rotation.x=Math.PI/2;
var floorColor = new THREE.Mesh (new THREE.PlaneGeometry( 300,300 ),
new THREE.MeshLambertMaterial({color:0x0f0000,side : THREE.DoubleSide}));
floorColor.position.set(0,-26,0);
floorColor.rotation.x=Math.PI/2;
pointLight = new THREE.PointLight(0xffffff);
...