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- Update three in static file
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - materials</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - materials
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/tsl": "../build/three.webgpu.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from '/static/three/build/three.module.js';
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import { tslFn, wgslFn, positionLocal, positionWorld, normalLocal, normalWorld, normalView, color, texture, uv, float, vec2, vec3, vec4, oscSine, triplanarTexture, viewportBottomLeft, js, string, global, loop } from 'three/tsl';
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import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let stats;
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let camera, scene, renderer;
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const objects = [], materials = [];
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init();
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function init() {
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const container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 0, 200, 800 );
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scene = new THREE.Scene();
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// Grid
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const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
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helper.position.y = - 75;
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scene.add( helper );
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// Materials
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const textureLoader = new THREE.TextureLoader();
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const uvTexture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
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uvTexture.wrapS = THREE.RepeatWrapping;
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uvTexture.wrapT = THREE.RepeatWrapping;
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const opacityTexture = textureLoader.load( './textures/alphaMap.jpg' );
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opacityTexture.wrapS = THREE.RepeatWrapping;
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opacityTexture.wrapT = THREE.RepeatWrapping;
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let material;
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//
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// BASIC
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//
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// PositionLocal
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = positionLocal;
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materials.push( material );
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// PositionWorld
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = positionWorld;
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materials.push( material );
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// NormalLocal
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = normalLocal;
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materials.push( material );
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// NormalWorld
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = normalWorld;
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materials.push( material );
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// NormalView
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = normalView;
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materials.push( material );
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// Texture
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = texture( uvTexture );
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materials.push( material );
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// Opacity
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = color( 0x0099FF );
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material.opacityNode = texture( uvTexture );
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material.transparent = true;
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materials.push( material );
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// AlphaTest
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = texture( uvTexture );
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material.opacityNode = texture( opacityTexture );
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material.alphaTestNode = 0.5;
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materials.push( material );
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// Normal
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material = new THREE.MeshNormalMaterial();
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material.opacity = .5;
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material.transparent = true;
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materials.push( material );
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//
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// ADVANCED
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//
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// Custom ShaderNode ( desaturate filter )
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const desaturateShaderNode = tslFn( ( input ) => {
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return vec3( 0.299, 0.587, 0.114 ).dot( input.color.xyz );
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} );
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = desaturateShaderNode( { color: texture( uvTexture ) } );
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materials.push( material );
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// Custom ShaderNode(no inputs) > Approach 2
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const desaturateNoInputsShaderNode = tslFn( () => {
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return vec3( 0.299, 0.587, 0.114 ).dot( texture( uvTexture ).xyz );
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} );
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = desaturateNoInputsShaderNode();
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materials.push( material );
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// Custom WGSL ( desaturate filter )
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const desaturateWGSLFn = wgslFn( `
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fn desaturate( color:vec3<f32> ) -> vec3<f32> {
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let lum = vec3<f32>( 0.299, 0.587, 0.114 );
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return vec3<f32>( dot( lum, color ) );
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}
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` );
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// include example
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const someWGSLFn = wgslFn( `
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fn someFn( color:vec3<f32> ) -> vec3<f32> {
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return desaturate( color );
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}
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`, [ desaturateWGSLFn ] );
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = someWGSLFn( { color: texture( uvTexture ) } );
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materials.push( material );
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// Custom WGSL ( get texture from keywords )
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const getWGSLTextureSample = wgslFn( `
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fn getWGSLTextureSample( tex: texture_2d<f32>, tex_sampler: sampler, uv:vec2<f32> ) -> vec4<f32> {
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return textureSample( tex, tex_sampler, uv ) * vec4<f32>( 0.0, 1.0, 0.0, 1.0 );
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}
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` );
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const textureNode = texture( uvTexture );
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//getWGSLTextureSample.keywords = { tex: textureNode, tex_sampler: sampler( textureNode ) };
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = getWGSLTextureSample( { tex: textureNode, tex_sampler: textureNode, uv: uv() } );
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materials.push( material );
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// Triplanar Texture Mapping
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = triplanarTexture( texture( uvTexture ), null, null, float( .01 ) );
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materials.push( material );
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// Screen Projection Texture
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = texture( uvTexture, viewportBottomLeft );
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materials.push( material );
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// Loop
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material = new THREE.MeshBasicNodeMaterial();
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materials.push( material );
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const loopCount = 10;
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material.colorNode = loop( loopCount, ( { i } ) => {
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const output = vec4().temp();
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const scale = oscSine().mul( .09 ); // just a value to test
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const scaleI = scale.mul( i );
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const scaleINeg = scaleI.negate();
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const leftUV = uv().add( vec2( scaleI, 0 ) );
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const rightUV = uv().add( vec2( scaleINeg, 0 ) );
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const topUV = uv().add( vec2( 0, scaleI ) );
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const bottomUV = uv().add( vec2( 0, scaleINeg ) );
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output.assign( output.add( texture( uvTexture, leftUV ) ) );
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output.assign( output.add( texture( uvTexture, rightUV ) ) );
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output.assign( output.add( texture( uvTexture, topUV ) ) );
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output.assign( output.add( texture( uvTexture, bottomUV ) ) );
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return output.div( loopCount * 4 );
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} );
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// Scriptable
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global.set( 'THREE', THREE );
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global.set( 'TSL', THREE );
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const asyncNode = js( `
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layout = {
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outputType: 'node'
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};
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const { float } = TSL;
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function init() {
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setTimeout( () => {
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local.set( 'result', float( 1.0 ) );
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refresh(); // refresh the node
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}, 1000 );
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return float( 0.0 );
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}
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function main() {
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const result = local.get( 'result', init );
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//console.log( 'result', result );
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return result;
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}
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` ).scriptable();
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const scriptableNode = js( `
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layout = {
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outputType: 'node',
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elements: [
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{ name: 'source', inputType: 'node' },
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{ name: 'contrast', inputType: 'node' },
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{ name: 'vector3', inputType: 'Vector3' },
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{ name: 'message', inputType: 'string' },
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{ name: 'binary', inputType: 'ArrayBuffer' },
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{ name: 'object3d', inputType: 'Object3D' },
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{ name: 'execFrom', inputType: 'string' }
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]
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};
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const { saturation, float, oscSine, mul } = TSL;
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function helloWorld() {
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console.log( "Hello World!" );
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}
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function main() {
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const source = parameters.get( 'source' ) || float();
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const contrast = parameters.get( 'contrast' ) || float();
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const material = local.get( 'material' );
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//console.log( 'vector3', parameters.get( 'vector3' ) );
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if ( parameters.get( 'execFrom' ) === 'serialized' ) {
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//console.log( 'message', parameters.get( 'message' ).value );
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//console.log( 'binary', parameters.get( 'binary' ) );
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//console.log( 'object3d', parameters.get( 'object3d' ) ); // unserializable yet
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//console.log( global.get( 'renderer' ) );
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}
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if ( material ) material.needsUpdate = true;
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return mul( saturation( source, oscSine() ), contrast );
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}
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output = { helloWorld };
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` ).scriptable();
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scriptableNode.setParameter( 'source', texture( uvTexture ).xyz );
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scriptableNode.setParameter( 'contrast', asyncNode );
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scriptableNode.setParameter( 'vector3', vec3( new THREE.Vector3( 1, 1, 1 ) ) );
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scriptableNode.setParameter( 'message', string( 'Hello World!' ) );
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scriptableNode.setParameter( 'binary', new ArrayBuffer( 4 ) );
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scriptableNode.setParameter( 'object3d', new THREE.Group() );
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scriptableNode.call( 'helloWorld' );
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material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = scriptableNode;
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materials.push( material );
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scriptableNode.setLocal( 'material', material );
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//
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// Geometry
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//
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const geometry = new TeapotGeometry( 50, 18 );
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for ( let i = 0, l = materials.length; i < l; i ++ ) {
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addMesh( geometry, materials[ i ] );
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}
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const serializeMesh = scene.children[ scene.children.length - 1 ];
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//
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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container.appendChild( renderer.domElement );
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize );
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//
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setTimeout( () => testSerialization( serializeMesh ), 1000 );
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}
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function addMesh( geometry, material ) {
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = ( objects.length % 4 ) * 200 - 400;
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mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
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mesh.rotation.x = Math.random() * 200 - 100;
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mesh.rotation.y = Math.random() * 200 - 100;
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mesh.rotation.z = Math.random() * 200 - 100;
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objects.push( mesh );
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scene.add( mesh );
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}
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function testSerialization( mesh ) {
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const json = mesh.toJSON();
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const loader = new THREE.NodeObjectLoader();
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const serializedMesh = loader.parse( json );
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serializedMesh.position.x = ( objects.length % 4 ) * 200 - 400;
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serializedMesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
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const scriptableNode = serializedMesh.material.colorNode;
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// it's because local.get( 'material' ) is used in the example ( local/global is unserializable )
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scriptableNode.setLocal( 'material', serializedMesh.material );
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scriptableNode.setParameter( 'execFrom', 'serialized' );
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objects.push( serializedMesh );
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scene.add( serializedMesh );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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const timer = 0.0001 * Date.now();
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camera.position.x = Math.cos( timer ) * 1000;
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camera.position.z = Math.sin( timer ) * 1000;
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camera.lookAt( scene.position );
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for ( let i = 0, l = objects.length; i < l; i ++ ) {
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const object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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}
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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Reference in New Issue
Block a user