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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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116 lines
2.2 KiB
116 lines
2.2 KiB
import { |
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LinearFilter, |
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Mesh, |
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NearestFilter, |
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OrthographicCamera, |
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PlaneGeometry, |
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RGBAFormat, |
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Scene, |
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ShaderMaterial, |
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StereoCamera, |
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WebGLRenderTarget |
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} from 'three'; |
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class ParallaxBarrierEffect { |
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constructor( renderer ) { |
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const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); |
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const _scene = new Scene(); |
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const _stereo = new StereoCamera(); |
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const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat }; |
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const _renderTargetL = new WebGLRenderTarget( 512, 512, _params ); |
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const _renderTargetR = new WebGLRenderTarget( 512, 512, _params ); |
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const _material = new ShaderMaterial( { |
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uniforms: { |
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'mapLeft': { value: _renderTargetL.texture }, |
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'mapRight': { value: _renderTargetR.texture } |
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}, |
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vertexShader: [ |
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'varying vec2 vUv;', |
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'void main() {', |
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' vUv = vec2( uv.x, uv.y );', |
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', |
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'}' |
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].join( '\n' ), |
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fragmentShader: [ |
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'uniform sampler2D mapLeft;', |
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'uniform sampler2D mapRight;', |
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'varying vec2 vUv;', |
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'void main() {', |
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' vec2 uv = vUv;', |
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' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {', |
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' gl_FragColor = texture2D( mapLeft, uv );', |
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' } else {', |
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' gl_FragColor = texture2D( mapRight, uv );', |
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' }', |
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'}' |
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].join( '\n' ) |
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} ); |
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const mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material ); |
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_scene.add( mesh ); |
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this.setSize = function ( width, height ) { |
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renderer.setSize( width, height ); |
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const pixelRatio = renderer.getPixelRatio(); |
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_renderTargetL.setSize( width * pixelRatio, height * pixelRatio ); |
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_renderTargetR.setSize( width * pixelRatio, height * pixelRatio ); |
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}; |
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this.render = function ( scene, camera ) { |
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scene.updateMatrixWorld(); |
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if ( camera.parent === null ) camera.updateMatrixWorld(); |
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_stereo.update( camera ); |
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renderer.setRenderTarget( _renderTargetL ); |
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renderer.clear(); |
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renderer.render( scene, _stereo.cameraL ); |
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renderer.setRenderTarget( _renderTargetR ); |
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renderer.clear(); |
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renderer.render( scene, _stereo.cameraR ); |
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renderer.setRenderTarget( null ); |
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renderer.render( _scene, _camera ); |
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}; |
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} |
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} |
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export { ParallaxBarrierEffect };
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