mirror of
https://github.com/jasonm76/GSjs.git
synced 2024-11-29 13:49:20 +00:00
200 lines
6.1 KiB
HTML
200 lines
6.1 KiB
HTML
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<!DOCTYPE html5>
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<html>
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<head>
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<title>JS App</title>
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<style>
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body { margin: 0; }
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canvas { width: 1024; height: 768 }
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</style>
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</head>
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<body>
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<script type="x-shader/x-vertex" id="vertexShader" >
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varying vec2 vUv;
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void main() {
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//vUv = uv;
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vUv = vec2(uv.x, uv.y);
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gl_Position = projectionMatrix *
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modelViewMatrix *
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vec4(position,1.0);
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}
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</script>
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<script type="x-shader/x-vertex" id="demoShader">
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uniform vec3 ShaderColor;
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void main(void) {
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gl_FragColor = vec4(ShaderColor, 1.0);
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}
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</script>
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<script type="x-shader/x-vertex" id="textureShader">
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uniform sampler2D texture1;
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varying vec2 vUv;
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void main(void) {
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gl_FragColor = texture2D(texture1, vUv);
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}
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</script>
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<script type="x-shader/x-vertex" id="ntscShader">
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uniform sampler2D texture1;
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varying vec2 vUv;
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mat3 decoderMatrix = mat3(1, 1, 1, 0, -0.3946419954299927, 2.03206205368042, 1.139883041381836, -0.5806220173835754, 0);
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vec3 decoderOffset = vec3(0, 0, 0);
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vec3 c0 = vec3(0.2794082164764404, 0.260298490524292, 0.260298490524292);
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vec3 c1 = vec3(0.2359260767698288, 0.2478785365819931, 0.2478785365819931);
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vec3 c2 = vec3(0.1346162706613541, 0.2137254178524017, 0.2137254178524017);
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vec3 c3 = vec3(0.03665492311120033, 0.1660159379243851, 0.1660159379243851);
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vec3 c4 = vec3(-0.01538314949721098, 0.11509008705616, 0.11509008705616);
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vec3 c5 = vec3(-0.02210377156734467, 0.07008156925439835, 0.07008156925439835);
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vec3 c6 = vec3(-0.009993300773203373, 0.036478441208601, 0.036478441208601);
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vec3 c7 = vec3(-0.0007181052351370454, 0.01543270610272884, 0.01543270610272884);
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vec3 c8 = vec3(0.001296989037655294, 0.005147919990122318, 0.005147919990122318);
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vec2 textureSize = vec2(1024, 256);
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float subcarrier = 0.25;
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vec2 phaseInfo = vec2(0.908333301, 0.0);
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float PI = 3.14159265358979323846264;
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vec3 pixel(in vec2 q)
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{
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vec3 c = texture2D(texture1, q).rgb; // c = the texture color at x,y (q)
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float phase = 2.0 * PI * (subcarrier * textureSize.x * q.x + phaseInfo.x);
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return c * vec3(1.0, sin(phase), (1.0 - 2.0 * phaseInfo.y) * cos(phase));
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}
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vec3 pixels(vec2 q, float i)
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{
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return pixel(vec2(q.x + i, q.y)) + pixel(vec2(q.x - i, q.y));
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}
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void main(void)
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{
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vec3 c = pixel(vUv) * c0;
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c += pixels(vUv, 1.0 / textureSize.x) * c1;
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c += pixels(vUv, 2.0 / textureSize.x) * c2;
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c += pixels(vUv, 3.0 / textureSize.x) * c3;
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c += pixels(vUv, 4.0 / textureSize.x) * c4;
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c += pixels(vUv, 5.0 / textureSize.x) * c5;
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c += pixels(vUv, 6.0 / textureSize.x) * c6;
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c += pixels(vUv, 7.0 / textureSize.x) * c7;
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c += pixels(vUv, 8.0 / textureSize.x) * c8;
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gl_FragColor = vec4(decoderMatrix * c + decoderOffset, 1.0);
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}
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</script>
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<script type="x-shader/x-vertex" id="barrelShader">
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uniform sampler2D texture1;
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vec2 textureSize = vec2(1024,256);
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float barrel = 0.10;
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vec2 barrelSize = vec2(1, 0.75);
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float scanlineLevel = 0.50;
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float centerLighting = 0.0;
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float luminanceGain = 1.0;
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float PI = 3.14159265358979323846264;
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varying vec2 vUv;
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void main(void)
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{
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vec2 qc = (vUv - vec2(0.5, 0.5)) * barrelSize;
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vec2 qb = barrel * qc * dot(qc, qc);
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vec2 q = vUv + qb;
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vec3 c = texture2D(texture1, q).rgb;
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float scanline = sin(PI * textureSize.y * q.y);
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c *= mix(1.0, scanline * scanline, scanlineLevel);
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vec2 lighting = qc * centerLighting;
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c *= exp(-dot(lighting, lighting));
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c *= luminanceGain;
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gl_FragColor = vec4(c, 1.0);
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}
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</script>
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<script src="three.min.js"></script>
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<script>
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var rttScene = new THREE.Scene();
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var renderTargetParams = {
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minFilter:THREE.LinearFilter,
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stencilBuffer:false,
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depthBuffer:false
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};
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// Load the raw image that is a copy of the Apple II display memory
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var apple_memory = THREE.ImageUtils.loadTexture( "lo-res-raw.png" );
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var imageWidth = 1024.0;
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var imageHeight = 768.0;
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// Create bugger
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var ntsc_texture = new THREE.WebGLRenderTarget( imageWidth, imageHeight, renderTargetParams );
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var ntsc_shader_material = new THREE.ShaderMaterial( {
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uniforms: {
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texture1: { type: "t", value: apple_memory }
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'ntscShader' ).textContent,
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} );
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// Setup render-to-texture scene
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var rttCamera = new THREE.OrthographicCamera( imageWidth / - 2, imageWidth / 2, imageHeight / 2, imageHeight / - 2, -10000, 10000 );
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var rttGeometry = new THREE.PlaneGeometry( imageWidth, imageHeight );
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var rttMesh = new THREE.Mesh( rttGeometry, ntsc_shader_material );
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rttMesh.position.z = -100;
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rttScene.add( rttMesh );
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var scene = new THREE.Scene();
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var camera = new THREE.PerspectiveCamera(45, imageWidth/imageHeight, 1, 1000);
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//var camera = new THREE.OrthographicCamera(-384, 384, -288, 288, -1000, 1000);
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var renderer = new THREE.WebGLRenderer();
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renderer.setSize(imageWidth, imageHeight);
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document.body.appendChild(renderer.domElement);
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var cube_geometry = new THREE.BoxGeometry( imageWidth, imageHeight, 1 );
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var shader_material = new THREE.ShaderMaterial( {
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uniforms: {
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texture1: { type: "t", value: ntsc_texture }
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//ShaderColor: { type: "c", value: new THREE.Color( 0xFF8040 ) },
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'barrelShader' ).textContent,
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} );
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var cube = new THREE.Mesh( cube_geometry, shader_material );
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//var plane = new THREE.Mesh( plane_geometry, shader_material );
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//var plane2 = new THREE.Mesh( plane_geometry, plain_material );
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scene.add( cube );
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//var geometry = new THREE.PlaneBufferGeometry( 592, 500);
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//var pcolor = new THREE.Color( 0xFF8040);
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//var material = new THREE.MeshBasicMaterial( {color: 0xff0000, side: THREE.DoubleSide} );
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//var plane = new THREE.Mesh( geometry, shader_material );
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//scene.add( plane );
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camera.position.z = 1.5;
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cube.position.z = -695.293506+1.0;
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function render() {
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requestAnimationFrame( render );
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//cube.rotation.x += 0.01;
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//cube.rotation.y += 0.1;
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renderer.render( rttScene, rttCamera, ntsc_texture);
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renderer.render( scene, camera );
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}
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render();
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</script>
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</body>
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</html>
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