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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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50 lines
1.4 KiB
50 lines
1.4 KiB
( function () { |
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class FilmPass extends THREE.Pass { |
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constructor( noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale ) { |
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super(); |
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if ( THREE.FilmShader === undefined ) console.error( 'THREE.FilmPass relies on THREE.FilmShader' ); |
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const shader = THREE.FilmShader; |
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); |
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this.material = new THREE.ShaderMaterial( { |
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uniforms: this.uniforms, |
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vertexShader: shader.vertexShader, |
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fragmentShader: shader.fragmentShader |
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} ); |
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if ( grayscale !== undefined ) this.uniforms.grayscale.value = grayscale; |
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if ( noiseIntensity !== undefined ) this.uniforms.nIntensity.value = noiseIntensity; |
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if ( scanlinesIntensity !== undefined ) this.uniforms.sIntensity.value = scanlinesIntensity; |
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if ( scanlinesCount !== undefined ) this.uniforms.sCount.value = scanlinesCount; |
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this.fsQuad = new THREE.FullScreenQuad( this.material ); |
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} |
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render( renderer, writeBuffer, readBuffer, deltaTime |
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/*, maskActive */ |
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) { |
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; |
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this.uniforms[ 'time' ].value += deltaTime; |
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if ( this.renderToScreen ) { |
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renderer.setRenderTarget( null ); |
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this.fsQuad.render( renderer ); |
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} else { |
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renderer.setRenderTarget( writeBuffer ); |
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if ( this.clear ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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} |
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} |
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THREE.FilmPass = FilmPass; |
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} )();
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