Docker
- Update three in static file
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<html lang="en">
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<head>
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<title>three.js webgpu - rtt</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 - rtt
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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 { texture, uniform } from 'three/tsl';
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let camera, scene, renderer;
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const mouse = new THREE.Vector2();
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let quadMesh, renderTarget;
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let box;
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const dpr = window.devicePixelRatio;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
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camera.position.z = 3;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x0066FF );
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// textured mesh
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const loader = new THREE.TextureLoader();
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const uvTexture = loader.load( './textures/uv_grid_opengl.jpg' );
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const geometryBox = new THREE.BoxGeometry();
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const materialBox = new THREE.MeshBasicNodeMaterial();
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materialBox.colorNode = texture( uvTexture );
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//
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box = new THREE.Mesh( geometryBox, materialBox );
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scene.add( box );
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//
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( dpr );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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renderTarget = new THREE.RenderTarget( window.innerWidth * dpr, window.innerHeight * dpr );
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window.addEventListener( 'mousemove', onWindowMouseMove );
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window.addEventListener( 'resize', onWindowResize );
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// FX
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// modulate the final color based on the mouse position
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const screenFXNode = uniform( mouse );
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const materialFX = new THREE.MeshBasicNodeMaterial();
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materialFX.colorNode = texture( renderTarget.texture ).rgb.saturation( screenFXNode.x.oneMinus() ).hue( screenFXNode.y );
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quadMesh = new THREE.QuadMesh( materialFX );
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}
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function onWindowMouseMove( e ) {
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mouse.x = e.offsetX / window.innerWidth;
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mouse.y = e.offsetY / window.innerHeight;
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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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renderTarget.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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}
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function animate() {
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box.rotation.x += 0.01;
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box.rotation.y += 0.02;
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renderer.setRenderTarget( renderTarget );
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renderer.render( scene, camera );
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renderer.setRenderTarget( null );
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quadMesh.render( renderer );
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}
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</script>
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</body>
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</html>
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