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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Pixelate Shader - Example</title>
<style>
body {
margin:0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../node_modules/three/build/three.min.js"></script>
<script src="../node_modules/three/examples/js/postprocessing/EffectComposer.js"></script>
<script src="../node_modules/three/examples/js/postprocessing/RenderPass.js"></script>
<script src="../node_modules/three/examples/js/postprocessing/MaskPass.js"></script>
<script src="../node_modules/three/examples/js/postprocessing/ShaderPass.js"></script>
<script src="../node_modules/three/examples/js/shaders/CopyShader.js"></script>
<script src="../js/shaders/PixelateShader.js"></script>
<script>
var camera, scene, renderer;
var mesh;
var postprocessing = {};
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
var material = new THREE.MeshLambertMaterial({
color: 0xff0000
});
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( 1, 0, 1 ).normalize();
scene.add( directionalLight );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
// postprocessing
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
effect = new THREE.ShaderPass( THREE.PixelateShader );
effect.uniforms[ 'intensity' ].value = 0.0;
effect.uniforms['u_resolution'] = {
type: "v2", value: new THREE.Vector2()
}
effect.renderToScreen = true;
composer.addPass( effect );
postprocessing.composer = composer;
postprocessing.effect = effect;
//
document.body.appendChild( renderer.domElement );
//
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
postprocessing.composer.setSize( window.innerWidth, window.innerHeight );
//update uniforms
postprocessing.effect.uniforms['u_resolution'].value.x = renderer.domElement.width;
postprocessing.effect.uniforms['u_resolution'].value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
postprocessing.composer.render( scene, camera );
}
</script>
</body>
</html>