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);
 ...