Threejs.org/examples/#w…
- The Texture of the RenderTarget will be placed on this panel
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
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#include <packing>
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform sampler2D tDepth; / / depth map
uniform float cameraNear;
uniform float cameraFar;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar ); // Near and FAR restore true depth values
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); // Change the true depth value to 0-1
}
float perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {
return (near * far) / ((far - near) * invClipZ - far);
}
float viewZToOrthographicDepth(const in float viewZ, const in float near, const in float far) {
return (viewZ + near) / (near - far); //
}
void main() {
//vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
float depth = readDepth( tDepth, vUv );
gl_FragColor.rgb = 1.0 - vec3( depth );
gl_FragColor.a = 1.0;
}
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function setupPost() {
// Setup post processing stage
postCamera = new THREE.OrthographicCamera( - 1.1.1, - 1.0.1 );
postMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
uniforms: {
cameraNear: { value: camera.near },
cameraFar: { value: camera.far },
tDiffuse: { value: null },
tDepth: { value: null}}});const postPlane = new THREE.PlaneGeometry( 2.2 );
const postQuad = new THREE.Mesh( postPlane, postMaterial );
postScene = new THREE.Scene();
postScene.add( postQuad );
}
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- The type of format and type
const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
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- Generate WebGLRenderTarget
scene = new THREE.Scene();
function setupRenderTarget() {
if ( target ) target.dispose();
const format = parseFloat( params.format );
const type = parseFloat( params.type );
target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
target.texture.format = THREE.RGBFormat;
target.texture.minFilter = THREE.NearestFilter;
target.texture.magFilter = THREE.NearestFilter;
target.texture.generateMipmaps = false;
target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
target.depthBuffer = true;
target.depthTexture = new THREE.DepthTexture();
target.depthTexture.format = format;
target.depthTexture.type = type;
}
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- render
renderer.setRenderTarget( target );
renderer.render( scene, camera );
// render post FX
postMaterial.uniforms.tDiffuse.value = target.texture;
postMaterial.uniforms.tDepth.value = target.depthTexture;
renderer.setRenderTarget( null );
renderer.render( postScene, postCamera );
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