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[WebGL] Vignette Shader 본문

Programming/WebGL(ThreeJS)

[WebGL] Vignette Shader

cinema4dr12 2015. 8. 7. 23:15

이번 예제는 Vignette Shader 구현에 관한 것입니다.


Vignette Shader에 대한 자세한 내용은 다음을 참고하시기 바랍니다:

https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson3


또한 Shader Code는 Alfred Qualia에게 저작권이 있음을 알려 드립니다:

Visit Alfred Qualia's Web Page.

Download Project

14-02-shader-vignette.zip


Click here to view with full screen mode


Operations

Mouse Left Button Click & Drag: Camera Rotating

Mouse Wheel: Camera Zoom In & Out

Mouse Right Button Click & Drag: Camera Panning

main.js

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// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
 
// custom global variables
var gui;
var shaderActive = "none";
 
// variables for shader
var composer, finalPass;
 
init();
animate();
 
// FUNCTIONS
function init()
{
    // SCENE
    scene = new THREE.Scene();
 
    // CAMERA
    var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
    var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
    camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
    scene.add(camera);
    camera.position.set(0,150,400);
    camera.lookAt(scene.position);    
 
    // RENDERER
    if ( Detector.webgl )
        renderer = new THREE.WebGLRenderer( {antialias:true} );
    else
        renderer = new THREE.CanvasRenderer();
    renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
    container = document.getElementById'ThreeJS' );
    container.appendChild( renderer.domElement );
 
    // EVENTS
    THREEx.WindowResize(renderer, camera);
    THREEx.FullScreen.bindKey({ charCode : 'f'.charCodeAt(0) });
 
    // CONTROLS
    controls = new THREE.OrbitControls( camera, renderer.domElement );
 
    // STATS
    stats = new Stats();
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.bottom = '0px';
    stats.domElement.style.zIndex = 100;
    container.appendChild( stats.domElement );
 
    // LIGHT
    var light = new THREE.PointLight(0xffffff);
    light.position.set(0,250,0);
    scene.add(light);
 
    // FLOOR
    var floorTexture = new THREE.ImageUtils.loadTexture( 'img/Wood_floor.jpg' );
    floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; 
    floorTexture.repeat.set( 11 );
    var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
    var floorGeometry = new THREE.PlaneGeometry(100010001010);
    var floor = new THREE.Mesh(floorGeometry, floorMaterial);
    floor.position.y = -0.5;
    floor.rotation.x = Math.PI / 2;
    scene.add(floor);
    
    // SKYBOX/FOG
    var materialArray = [];
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/px.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nx.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/py.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/ny.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/pz.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nz.jpg' ) }));
    for (var i = 0; i < 6; i++)
       materialArray[i].side = THREE.BackSide;
    var skyboxMaterial = new THREE.MeshFaceMaterial( materialArray );
    
    var skyboxGeom = new THREE.CubeGeometry( 500050005000111 );
    
    var skybox = new THREE.Mesh( skyboxGeom, skyboxMaterial );
    scene.add( skybox );
 
    
    ////////////
    // CUSTOM //
    ////////////
    var cubeGeometry = new THREE.CubeGeometry( 505050 );
    var cubeTexture = new THREE.ImageUtils.loadTexture( 'img/0.png' );
    var cubeMaterial = new THREE.MeshBasicMaterial( { map: cubeTexture } );
    var cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
    cube.position.set(-50,25,0);
    cube.castShadow = true;
    scene.add(cube);
 
    var cubeGeometry1 = new THREE.CubeGeometry( 505050 );
    var cubeTexture1 = new THREE.ImageUtils.loadTexture( 'img/4.png' );
    var cubeMaterial1 = new THREE.MeshBasicMaterial( { map: cubeTexture1 } );
    var cube1 = new THREE.Mesh( cubeGeometry1, cubeMaterial1 );
    cube1.position.set(-150,25,0);
    cube1.castShadow = true;
    scene.add(cube1);
 
    var cubeGeometry2 = new THREE.CubeGeometry( 505050 );
    var cubeTexture2 = new THREE.ImageUtils.loadTexture( 'img/9.png' );
    var cubeMaterial2 = new THREE.MeshBasicMaterial( { map: cubeTexture2 } );
    var cube2 = new THREE.Mesh( cubeGeometry2, cubeMaterial2 );
    cube2.position.set(150,25,0);
    cube2.castShadow = true;
    scene.add(cube2);
    
    var sphereGeometry = new THREE.SphereGeometry( 503216 ); 
    var sphereTexture = new THREE.ImageUtils.loadTexture( 'img/8.png' );
    var sphereMaterial = new THREE.MeshBasicMaterial( { map: sphereTexture } );
    var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
    sphere.position.set(5050-50);
    sphere.castShadow = true;
    scene.add(sphere);
 
    
    /////////////////////
    // POST-PROCESSING //
    /////////////////////
    
    // GUI setup
    
    gui = new dat.GUI();
    
    parameters =
    {
        vignetteOffset: 1.5, vignetteDarkness: 1.6,
        useShaderNone:      function() { setupShaderNone();      },
        useShaderVignette:  function() { setupShaderVignette();  }
    };
    
    gui.add( parameters, 'useShaderNone' ).name("Display Original Scene");
    
    var folderVignette = gui.addFolder('Vignette');
    var vignetteOffsetGUI = folderVignette.add( parameters, 'vignetteOffset' ).min(0).max(3).step(0.01).name("Offset").listen();
    vignetteOffsetGUI.onChange(
        function(value)
        {   setupShaderVignette();   }
    );
    var vignetteDarknessGUI = folderVignette.add( parameters, 'vignetteDarkness' ).min(0).max(3).step(0.01).name("Darkness").listen();
    vignetteDarknessGUI.onChange(
        function(value)
        {   setupShaderVignette();   }
    );
    folderVignette.add( parameters, 'useShaderVignette' ).name("Use Vignette Shader");
    folderVignette.open();
    
    setupShaderNone();
}
 
function setupShaderNone()
{
    shaderActive = "none";
}
 
function setupShaderVignette()
{
    composer = new THREE.EffectComposer( renderer );
    composer.addPass( new THREE.RenderPass( scene, camera ) );
    
    var shaderVignette = THREE.VignetteShader;
    var effectVignette = new THREE.ShaderPass( shaderVignette );
    // larger values = darker closer to center
    // darkness < 1  => lighter edges
    effectVignette.uniforms[ "offset" ].value = parameters.vignetteOffset;
    effectVignette.uniforms[ "darkness" ].value = parameters.vignetteDarkness;
    effectVignette.renderToScreen = true;
    composer.addPass(effectVignette);
    shaderActive = "vignette";
}
 
function animate()
{
    requestAnimationFrame( animate );
    render();
    update();
}
 
function update()
{
    if ( keyboard.pressed("z") ) 
    { 
        // do something
    }
    
    controls.update();
    stats.update();
}
 
function render()
{
    if ( shaderActive == "none" )
        renderer.render( scene, camera );
    else
        composer.render();
}
cs

VignetteShader.js

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/**
 * @author alteredq / http://alteredqualia.com/
 *
 * Vignette shader
 * based on PaintEffect postprocess from ro.me
 * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
 */
 
THREE.VignetteShader = {
 
    uniforms: {
 
        "tDiffuse": { type: "t", value: null },
        "offset":   { type: "f", value: 1.0 },
        "darkness": { type: "f", value: 1.0 }
 
    },
 
    vertexShader: [
 
        "varying vec2 vUv;",
 
        "void main() {",
 
            "vUv = uv;",
            "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 
        "}"
 
    ].join("\n"),
 
    fragmentShader: [
 
        "uniform float offset;",
        "uniform float darkness;",
 
        "uniform sampler2D tDiffuse;",
 
        "varying vec2 vUv;",
 
        "void main() {",
 
            // Eskil's vignette
 
            "vec4 texel = texture2D( tDiffuse, vUv );",
            "vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
            "gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
 
            /*
            // alternative version from glfx.js
            // this one makes more "dusty" look (as opposed to "burned")
            "vec4 color = texture2D( tDiffuse, vUv );",
            "float dist = distance( vUv, vec2( 0.5 ) );",
            "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
            "gl_FragColor = color;",
            */
 
        "}"
 
    ].join("\n")
 
};
 
 
cs


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