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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 - retro</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="example.css">
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
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+
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+ <div class="title-wrapper">
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+ <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Retro</span>
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+ </div>
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+
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+ <small>
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+ Retro post-processing effects, with scene based on <a href="https://threejs-journey.com/lessons/coffee-smoke-shader" target="_blank" rel="noopener">Three.js Journey</a> lesson.<br />
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+ Perlin noise texture from <a href="http://kitfox.com/projects/perlinNoiseMaker/" target="_blank" rel="noopener">Perlin Noise Maker</a>.
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+ </small>
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+ </div>
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+
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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/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.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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+
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+ <script type="module">
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+
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+ import * as THREE from 'three/webgpu';
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+ import { pass, mix, mul, oneMinus, positionLocal, smoothstep, texture, time, rotateUV, Fn, uv, vec2, vec3, vec4, uniform, posterize, floor, float, sin, fract, dot, step, color, normalWorld, length, atan, replaceDefaultUV } from 'three/tsl';
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+ import { retroPass } from 'three/addons/tsl/display/RetroPassNode.js';
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+ import { bayerDither } from 'three/addons/tsl/math/Bayer.js';
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+ import { scanlines, vignette, colorBleeding, barrelUV } from 'three/addons/tsl/display/CRT.js';
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+ import { circle } from 'three/addons/tsl/display/Shape.js';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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+
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+ import { Inspector } from 'three/addons/inspector/Inspector.js';
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+
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+ let camera, scene, renderer, renderPipeline, controls;
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+
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+ init();
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+
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+ async function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 100 );
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+ camera.position.set( 8, 5, 20 );
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+
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+ scene = new THREE.Scene();
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+
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+ // PS1-style background: gradient sky with simple stars
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+
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+ const ps1Background = Fn( () => {
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+
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+ // Flip Y coordinate for correct orientation
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+ const flippedY = normalWorld.y.negate();
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+ const skyUV = flippedY.mul( 0.5 ).add( 0.5 );
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+
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+ // Simple gradient sky (dark blue at top to purple/orange at horizon)
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+ const topColor = color( 0x000033 ); // dark blue night sky
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+ const midColor = color( 0x330066 ); // purple
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+ const horizonColor = color( 0x663322 ); // warm orange/brown horizon
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+
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+ // Two-step gradient (inverted - top is dark, horizon is warm)
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+ const skyGradient = mix(
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+ horizonColor,
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+ mix( midColor, topColor, skyUV.smoothstep( 0.4, 0.9 ) ),
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+ skyUV.smoothstep( 0.0, 0.4 )
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+ );
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+
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+ // PS1-style "stars" using spherical coordinates
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+ const longitude = atan( normalWorld.x, normalWorld.z );
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+ const latitude = flippedY.asin(); // Use flipped Y for latitude too
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+
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+ // More stars with smaller scale
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+ const starScale = float( 50.0 );
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+ const starUV = vec2( longitude.mul( starScale ), latitude.mul( starScale ) );
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+ const starCell = floor( starUV );
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+
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+ // Hash for randomness
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+ const cellHash = fract( sin( dot( starCell, vec2( 12.9898, 78.233 ) ) ).mul( 43758.5453 ) );
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+
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+ // Position within cell (0-1)
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+ const cellUV = fract( starUV );
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+ const toCenter = cellUV.sub( 0.5 );
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+
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+ // Gemini-style star: bright center with soft glow + cross flare
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+ const distToCenter = length( toCenter );
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+
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+ // Core (small bright center)
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+ const core = smoothstep( float( 0.08 ), float( 0.0 ), distToCenter );
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+
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+ // Soft glow around
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+ const glow = smoothstep( float( 0.25 ), float( 0.0 ), distToCenter ).mul( 0.4 );
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+
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+ // Cross/diamond flare effect
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+ const crossX = smoothstep( float( 0.15 ), float( 0.0 ), toCenter.x.abs() ).mul( smoothstep( float( 0.4 ), float( 0.0 ), toCenter.y.abs() ) );
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+ const crossY = smoothstep( float( 0.15 ), float( 0.0 ), toCenter.y.abs() ).mul( smoothstep( float( 0.4 ), float( 0.0 ), toCenter.x.abs() ) );
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+ const cross = crossX.add( crossY ).mul( 0.3 );
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+
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+ // Combine star shape
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+ const starShape = core.add( glow ).add( cross );
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+
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+ // More stars (lower threshold = more stars)
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+ const isStar = step( 0.85, cellHash );
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+
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+ // Show stars from horizon up
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+ const aboveHorizon = smoothstep( float( - 0.2 ), float( 0.1 ), flippedY );
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+
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+ // Star brightness varies + twinkle color
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+ const starIntensity = isStar.mul( aboveHorizon ).mul( starShape ).mul( cellHash.mul( 0.6 ).add( 0.4 ) );
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+
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+ // Slight color variation (white to light blue)
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+ const starColor = mix( vec3( 1.0, 1.0, 0.95 ), vec3( 0.8, 0.9, 1.0 ), cellHash );
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+
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+ // Combine sky and stars
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+ const finalColor = mix( skyGradient, starColor, starIntensity.clamp( 0.0, 1.0 ) );
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+
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+ return finalColor;
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+
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+ } )();
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+
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+ scene.backgroundNode = ps1Background;
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+
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+ // Loaders
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+
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+ const gltfLoader = new GLTFLoader();
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+ const textureLoader = new THREE.TextureLoader();
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+
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+ // baked model
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+
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+ gltfLoader.load(
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+ './models/gltf/coffeeMug.glb',
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+ ( gltf ) => {
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+
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+ gltf.scene.getObjectByName( 'baked' ).material.map.anisotropy = 8;
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+ scene.add( gltf.scene );
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+
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+ }
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+ );
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+
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+ // geometry
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+
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+ const smokeGeometry = new THREE.PlaneGeometry( 1, 1, 16, 64 );
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+ smokeGeometry.translate( 0, 0.5, 0 );
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+ smokeGeometry.scale( 1.5, 6, 1.5 );
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+
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+ // texture
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+
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+ const noiseTexture = textureLoader.load( './textures/noises/perlin/128x128.png' );
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+ noiseTexture.wrapS = THREE.RepeatWrapping;
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+ noiseTexture.wrapT = THREE.RepeatWrapping;
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+
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+ // material
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+
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+ const smokeMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, depthWrite: false } );
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+
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+ // position
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+
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+ smokeMaterial.positionNode = Fn( () => {
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+
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+ // twist
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+
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+ const twistNoiseUv = vec2( 0.5, uv().y.mul( 0.2 ).sub( time.mul( 0.005 ) ).mod( 1 ) );
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+ const twist = texture( noiseTexture, twistNoiseUv ).r.mul( 10 );
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+ positionLocal.xz.assign( rotateUV( positionLocal.xz, twist, vec2( 0 ) ) );
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+
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+ // wind
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+
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+ const windOffset = vec2(
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+ texture( noiseTexture, vec2( 0.25, time.mul( 0.01 ) ).mod( 1 ) ).r.sub( 0.5 ),
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+ texture( noiseTexture, vec2( 0.75, time.mul( 0.01 ) ).mod( 1 ) ).r.sub( 0.5 ),
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+ ).mul( uv().y.pow( 2 ).mul( 10 ) );
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+ positionLocal.addAssign( windOffset );
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+
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+ return positionLocal;
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+
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+ } )();
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+
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+ // color
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+
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+ smokeMaterial.colorNode = Fn( () => {
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+
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+ // alpha
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+
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+ const alphaNoiseUv = uv().mul( vec2( 0.5, 0.3 ) ).add( vec2( 0, time.mul( 0.03 ).negate() ) );
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+ const alpha = mul(
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+
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+ // pattern
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+ texture( noiseTexture, alphaNoiseUv ).r.smoothstep( 0.4, 1 ),
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+
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+ // edges fade
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+ smoothstep( 0, 0.1, uv().x ),
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+ smoothstep( 0, 0.1, oneMinus( uv().x ) ),
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+ smoothstep( 0, 0.1, uv().y ),
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+ smoothstep( 0, 0.1, oneMinus( uv().y ) )
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+
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+ );
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+
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+ // color
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+
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+ const finalColor = mix( vec3( 0.6, 0.3, 0.2 ), vec3( 1, 1, 1 ), alpha.pow( 3 ) );
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+
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+ return vec4( finalColor, alpha );
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+
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+ } )();
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+
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+ // mesh
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+
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+ const smoke = new THREE.Mesh( smokeGeometry, smokeMaterial );
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+ smoke.position.y = 1.83;
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+ scene.add( smoke );
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+
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+ // renderer
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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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+ renderer.inspector = new Inspector();
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+ document.body.appendChild( renderer.domElement );
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+
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+ // uniforms
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+
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+ // PS1-style: 15-bit color (32 levels per channel)
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+ const colorDepthSteps = uniform( 32 );
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+
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+ // CRT effect parameters (subtle for PS1 look)
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+ const scanlineIntensity = uniform( 0.08 ); // subtle scanlines
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+ const scanlineCount = uniform( 60 ); // match vertical resolution
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+ const scanlineSpeed = uniform( 0.05 ); // slow scroll
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+ const vignetteIntensity = uniform( 0.3 ); // subtle vignette
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+ const bleeding = uniform( 0.001 ); // minimal bleeding
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+ const curvature = uniform( 0.02 ); // subtle curve
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+ const affineDistortion = uniform( 0 ); // no affine distortion
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+
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+ // render pipeline
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+
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+ renderPipeline = new THREE.RenderPipeline( renderer );
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+
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+ // retro pipeline
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+
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+ const distortedUV = barrelUV( curvature );
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+ const distortedDelta = circle( curvature.add( .1 ).mul( 10 ), 1 ).mul( curvature ).mul( .05 );
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+
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+ let retroPipeline = retroPass( scene, camera, { affineDistortion } );
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+ retroPipeline = replaceDefaultUV( distortedUV, retroPipeline );
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+ retroPipeline = colorBleeding( retroPipeline, bleeding.add( distortedDelta ) );
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+ retroPipeline = bayerDither( retroPipeline, colorDepthSteps );
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+ retroPipeline = posterize( retroPipeline, colorDepthSteps );
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+ retroPipeline = vignette( retroPipeline, vignetteIntensity, 0.6 );
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+ retroPipeline = scanlines( retroPipeline, scanlineIntensity, scanlineCount, scanlineSpeed );
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+
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+ renderPipeline.outputNode = retroPipeline;
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+
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+ // default pass (no post-processing)
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+
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+ const defaultPass = pass( scene, camera );
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+
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+ // controls
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+
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.enableDamping = true;
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+ controls.minDistance = 0.1;
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+ controls.maxDistance = 50;
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+ controls.target.y = 1;
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+
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+ // gui
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+
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+ const gui = renderer.inspector.createParameters( 'Settings' );
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+
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+ gui.add( { enabled: true }, 'enabled' ).onChange( v => {
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+
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+ renderPipeline.outputNode = v ? retroPipeline : defaultPass;
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+ renderPipeline.needsUpdate = true;
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+
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+ } ).name( 'Retro Pipeline' );
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+
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+ gui.add( curvature, 'value', 0, 0.2, 0.01 ).name( 'Curvature' );
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+ gui.add( colorDepthSteps, 'value', 4, 32, 1 ).name( 'Color Depth' );
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+ gui.add( scanlineIntensity, 'value', 0, 1, 0.01 ).name( 'Scanlines' );
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+ gui.add( scanlineCount, 'value', 20, 480, 1 ).name( 'Scanline Count' );
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+ gui.add( scanlineSpeed, 'value', 0, .1, 0.01 ).name( 'Scanline Speed' );
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+ gui.add( vignetteIntensity, 'value', 0, 1, 0.01 ).name( 'Vignette' );
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+ gui.add( bleeding, 'value', 0, 0.005, 0.001 ).name( 'Color Bleeding' );
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+ gui.add( affineDistortion, 'value', 0, 1 ).name( 'Affine Distortion' );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ async function animate() {
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+
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+ controls.update();
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+
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+ renderPipeline.render();
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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